/*******************************************************
TESV: Skyrim script natives list
Format:
Class::Method
Script representation;
Engine code representation;
© Alexander Blade 2011
*******************************************************/
Game::AddAchievement
script : void Game::AddAchievement(int aiAchievementID);
engine : void BSScript::StaticFunctionTag::AddAchievement(int aiAchievementID);
Game::AdvanceSkill
script : void Game::AdvanceSkill(string asSkillName, float afMagnitude);
engine : void BSScript::StaticFunctionTag::AdvanceSkill(BSFixedString const & asSkillName, float afMagnitude);
Game::AddHavokBallAndSocketConstraint
script : bool Game::AddHavokBallAndSocketConstraint(ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ);
engine : bool BSScript::StaticFunctionTag::AddHavokBallAndSocketConstraint(TESObjectREFR * arRefA, BSFixedString const & arRefANode, TESObjectREFR * arRefB, BSFixedString const & arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ);
Game::RemoveHavokConstraints
script : bool Game::RemoveHavokConstraints(ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName);
engine : bool BSScript::StaticFunctionTag::RemoveHavokConstraints(TESObjectREFR * arFirstRef, BSFixedString const & arFirstRefNodeName, TESObjectREFR * arSecondRef, BSFixedString const & arSecondRefNodeName);
Game::CalculateFavorCost
script : int Game::CalculateFavorCost(int aiFavorPrice);
engine : uint BSScript::StaticFunctionTag::CalculateFavorCost(uint aiFavorPrice);
Game::ClearTempEffects
script : void Game::ClearTempEffects();
engine : void BSScript::StaticFunctionTag::ClearTempEffects();
Game::ClearPrison
script : void Game::ClearPrison();
engine : void BSScript::StaticFunctionTag::ClearPrison();
Game::DisablePlayerControls
script : void Game::DisablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType);
engine : void BSScript::StaticFunctionTag::DisablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, uint aiDisablePOVType);
Game::EnablePlayerControls
script : void Game::EnablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType);
engine : void BSScript::StaticFunctionTag::EnablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, uint aiDisablePOVType);
Game::EnableFastTravel
script : void Game::EnableFastTravel(bool abEnable);
engine : void BSScript::StaticFunctionTag::EnableFastTravel(bool abEnable);
Game::FadeOutGame
script : void Game::FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration);
engine : void BSScript::StaticFunctionTag::FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration);
Game::FastTravel
script : void Game::FastTravel(ObjectReference akDestination);
engine : void BSScript::StaticFunctionTag::FastTravel(TESObjectREFR * akDestination);
Game::FindClosestReferenceOfType
script : ObjectReference Game::FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindClosestReferenceOfType(TESForm * arBaseObject, float afX, float afY, float afZ, float afRadius);
Game::FindClosestReferenceOfAnyTypeInList
script : ObjectReference Game::FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindClosestReferenceOfAnyTypeInList(BGSListForm * arBaseObjects, float afX, float afY, float afZ, float afRadius);
Game::FindRandomReferenceOfType
script : ObjectReference Game::FindRandomReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindRandomReferenceOfType(TESForm * arBaseObject, float afX, float afY, float afZ, float afRadius);
Game::FindRandomReferenceOfAnyTypeInList
script : ObjectReference Game::FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindRandomReferenceOfAnyTypeInList(BGSListForm * arBaseObjects, float afX, float afY, float afZ, float afRadius);
Game::FindClosestActor
script : Actor Game::FindClosestActor(float afX, float afY, float afZ, float afRadius);
engine : Actor * BSScript::StaticFunctionTag::FindClosestActor(float afX, float afY, float afZ, float afRadius);
Game::FindRandomActor
script : Actor Game::FindRandomActor(float afX, float afY, float afZ, float afRadius);
engine : Actor * BSScript::StaticFunctionTag::FindRandomActor(float afX, float afY, float afZ, float afRadius);
Game::ForceThirdPerson
script : void Game::ForceThirdPerson();
engine : void BSScript::StaticFunctionTag::ForceThirdPerson();
Game::ForceFirstPerson
script : void Game::ForceFirstPerson();
engine : void BSScript::StaticFunctionTag::ForceFirstPerson();
Game::ShowFirstPersonGeometry
script : void Game::ShowFirstPersonGeometry(bool abShow);
engine : void BSScript::StaticFunctionTag::ShowFirstPersonGeometry(bool abShow);
Game::GetForm
script : Form Game::GetForm(int aiFormID);
engine : TESForm * BSScript::StaticFunctionTag::GetForm(uint aiFormID);
Game::GetGameSettingFloat
script : float Game::GetGameSettingFloat(string asGameSetting);
engine : float BSScript::StaticFunctionTag::GetGameSettingFloat(BSFixedString const & asGameSetting);
Game::GetGameSettingInt
script : int Game::GetGameSettingInt(string asGameSetting);
engine : int BSScript::StaticFunctionTag::GetGameSettingInt(BSFixedString const & asGameSetting);
Game::GetGameSettingString
script : string Game::GetGameSettingString(string asGameSetting);
engine : bool BSScript::StaticFunctionTag::GetGameSettingString(BSFixedString const & asGameSetting);
Game::GetPlayer
script : Actor Game::GetPlayer();
engine : Actor * BSScript::StaticFunctionTag::GetPlayer();
Game::GetPlayerGrabbedRef
script : ObjectReference Game::GetPlayerGrabbedRef();
engine : TESObjectREFR * BSScript::StaticFunctionTag::GetPlayerGrabbedRef();
Game::GetPlayersLastRiddenHorse
script : Actor Game::GetPlayersLastRiddenHorse();
engine : Actor * BSScript::StaticFunctionTag::GetPlayersLastRiddenHorse();
Game::GetRealHoursPassed
script : float Game::GetRealHoursPassed();
engine : float BSScript::StaticFunctionTag::GetRealHoursPassed();
Game::IncrementSkill
script : void Game::IncrementSkill(string asSkillName);
engine : void BSScript::StaticFunctionTag::IncrementSkill(BSFixedString const & asSkillName);
Game::IncrementSkillBy
script : void Game::IncrementSkillBy(string asSkillName, int aiCount);
engine : void BSScript::StaticFunctionTag::IncrementSkillBy(BSFixedString const & asSkillName, uint aiCount);
Game::IncrementStat
script : void Game::IncrementStat(string asStatName, int aiModAmount);
engine : void BSScript::StaticFunctionTag::IncrementStat(BSFixedString const & asStatName, int aiModAmount);
Game::IsActivateControlsEnabled
script : bool Game::IsActivateControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsActivateControlsEnabled();
Game::IsCamSwitchControlsEnabled
script : bool Game::IsCamSwitchControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsCamSwitchControlsEnabled();
Game::IsFastTravelEnabled
script : bool Game::IsFastTravelEnabled();
engine : bool BSScript::StaticFunctionTag::IsFastTravelEnabled();
Game::IsFightingControlsEnabled
script : bool Game::IsFightingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsFightingControlsEnabled();
Game::IsJournalControlsEnabled
script : bool Game::IsJournalControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsJournalControlsEnabled();
Game::IsLookingControlsEnabled
script : bool Game::IsLookingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsLookingControlsEnabled();
Game::IsMenuControlsEnabled
script : bool Game::IsMenuControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsMenuControlsEnabled();
Game::IsMovementControlsEnabled
script : bool Game::IsMovementControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsMovementControlsEnabled();
Game::IsSneakingControlsEnabled
script : bool Game::IsSneakingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsSneakingControlsEnabled();
Game::IsWordUnlocked
script : bool Game::IsWordUnlocked(WordOfPower akWord);
engine : bool BSScript::StaticFunctionTag::IsWordUnlocked(TESWordOfPower * akWord);
Game::PlayBink
script : void Game::PlayBink(string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox);
engine : void BSScript::StaticFunctionTag::PlayBink(BSFixedString const & asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox);
Game::PrecacheCharGen
script : void Game::PrecacheCharGen();
engine : void BSScript::StaticFunctionTag::PrecacheCharGen();
Game::PrecacheCharGenClear
script : void Game::PrecacheCharGenClear();
engine : void BSScript::StaticFunctionTag::PrecacheCharGenClear();
Game::QueryStat
script : int Game::QueryStat(string asStat);
engine : int BSScript::StaticFunctionTag::QueryStat(BSFixedString const & asStat);
Game::QuitToMainMenu
script : void Game::QuitToMainMenu();
engine : void BSScript::StaticFunctionTag::QuitToMainMenu();
Game::RequestAutosave
script : unused;
engine : void BSScript::StaticFunctionTag::RequestAutosave();
Game::RequestModel
script : void Game::RequestModel(string asModelName);
engine : void BSScript::StaticFunctionTag::RequestModel(BSFixedString const & asModelName);
Game::RequestSave
script : void Game::RequestSave();
engine : void BSScript::StaticFunctionTag::RequestSave();
Game::SendWereWolfTransformation
script : void Game::SendWereWolfTransformation();
engine : void BSScript::StaticFunctionTag::SendWereWolfTransformation();
Game::ServeTime
script : void Game::ServeTime();
engine : void BSScript::StaticFunctionTag::ServeTime();
Game::SetBeastForm
script : void Game::SetBeastForm(bool abEntering);
engine : void BSScript::StaticFunctionTag::SetBeastForm(bool abEntering);
Game::SetCameraTarget
script : void Game::SetCameraTarget(Actor arTarget);
engine : void BSScript::StaticFunctionTag::SetCameraTarget(Actor * arTarget);
Game::SetHudCartMode
script : void Game::SetHudCartMode(bool abSetCartMode);
engine : void BSScript::StaticFunctionTag::SetHudCartMode(bool abSetCartMode);
Game::SetInChargen
script : void Game::SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage);
engine : void BSScript::StaticFunctionTag::SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage);
Game::SetPlayerAIDriven
script : void Game::SetPlayerAIDriven(bool abAIDriven);
engine : void BSScript::StaticFunctionTag::SetPlayerAIDriven(bool abAIDriven);
Game::SetPlayerReportCrime
script : void Game::SetPlayerReportCrime(bool abReportCrime);
engine : void BSScript::StaticFunctionTag::SetPlayerReportCrime(bool abReportCrime);
Game::SetSittingRotation
script : void Game::SetSittingRotation(float afValue);
engine : void BSScript::StaticFunctionTag::SetSittingRotation(float afValue);
Game::ShakeCamera
script : void Game::ShakeCamera(ObjectReference akSource, float afStrength, float afDuration);
engine : void BSScript::StaticFunctionTag::ShakeCamera(TESObjectREFR * akSource, float afStrength, float afDuration);
Game::ShakeController
script : void Game::ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration);
engine : void BSScript::StaticFunctionTag::ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration);
Game::ShowTitleSequenceMenu
script : void Game::ShowTitleSequenceMenu();
engine : void BSScript::StaticFunctionTag::ShowTitleSequenceMenu();
Game::HideTitleSequenceMenu
script : void Game::HideTitleSequenceMenu();
engine : void BSScript::StaticFunctionTag::HideTitleSequenceMenu();
Game::StartTitleSequence
script : void Game::StartTitleSequence(string asSequenceName);
engine : void BSScript::StaticFunctionTag::StartTitleSequence(BSFixedString const & asSequenceName);
Game::ShowRaceMenu
script : void Game::ShowRaceMenu();
engine : void BSScript::StaticFunctionTag::ShowRaceMenu();
Game::ShowTrainingMenu
script : void Game::ShowTrainingMenu(Actor aTrainer);
engine : void BSScript::StaticFunctionTag::ShowTrainingMenu(Actor * aTrainer);
Game::TeachWord
script : void Game::TeachWord(WordOfPower akWord);
engine : void BSScript::StaticFunctionTag::TeachWord(TESWordOfPower * akWord);
Game::TriggerScreenBlood
script : void Game::TriggerScreenBlood(int aiValue);
engine : void BSScript::StaticFunctionTag::TriggerScreenBlood(uint aiValue);
Game::UnlockWord
script : void Game::UnlockWord(WordOfPower akWord);
engine : void BSScript::StaticFunctionTag::UnlockWord(TESWordOfPower * akWord);
Game::UsingGamepad
script : bool Game::UsingGamepad();
engine : bool BSScript::StaticFunctionTag::UsingGamepad();
Utility::GameTimeToString
script : string Utility::GameTimeToString(float afGameTime);
engine : bool BSScript::StaticFunctionTag::GameTimeToString(float afGameTime);
Utility::GetCurrentGameTime
script : float Utility::GetCurrentGameTime();
engine : float BSScript::StaticFunctionTag::GetCurrentGameTime();
Utility::GetCurrentRealTime
script : float Utility::GetCurrentRealTime();
engine : float BSScript::StaticFunctionTag::GetCurrentRealTime();
Utility::IsInMenuMode
script : bool Utility::IsInMenuMode();
engine : bool BSScript::StaticFunctionTag::IsInMenuMode();
Utility::RandomInt
script : int Utility::RandomInt(int aiMin, int aiMax);
engine : int BSScript::StaticFunctionTag::RandomInt(int aiMin, int aiMax);
Utility::RandomFloat
script : float Utility::RandomFloat(float afMin, float afMax);
engine : float BSScript::StaticFunctionTag::RandomFloat(float afMin, float afMax);
Utility::SetINIBool
script : void Utility::SetINIBool(string ini, bool value);
engine : void BSScript::StaticFunctionTag::SetINIBool(BSFixedString const & ini, bool value);
Utility::SetINIFloat
script : void Utility::SetINIFloat(string ini, float value);
engine : void BSScript::StaticFunctionTag::SetINIFloat(BSFixedString const & ini, float value);
Utility::SetINIInt
script : void Utility::SetINIInt(string ini, int value);
engine : void BSScript::StaticFunctionTag::SetINIInt(BSFixedString const & ini, int value);
Utility::SetINIString
script : void Utility::SetINIString(string ini, string value);
engine : void BSScript::StaticFunctionTag::SetINIString(BSFixedString const & ini, BSFixedString const & value);
Utility::Wait
script : void Utility::Wait(float afSeconds);
engine : bool BSScript::StaticFunctionTag::Wait(float afSeconds);
Utility::WaitGameTime
script : void Utility::WaitGameTime(float afHours);
engine : bool BSScript::StaticFunctionTag::WaitGameTime(float afHours);
Utility::WaitMenuMode
script : void Utility::WaitMenuMode(float afSeconds);
engine : bool BSScript::StaticFunctionTag::WaitMenuMode(float afSeconds);
Debug::CenterOnCell
script : void Debug::CenterOnCell(string asCellname);
engine : void BSScript::StaticFunctionTag::CenterOnCell(BSFixedString const & asCellname);
Debug::CenterOnCellAndWait
script : float Debug::CenterOnCellAndWait(string asCellname);
engine : bool BSScript::StaticFunctionTag::CenterOnCellAndWait(BSFixedString const & asCellname);
Debug::PlayerMoveToAndWait
script : float Debug::PlayerMoveToAndWait(string asDestRef);
engine : bool BSScript::StaticFunctionTag::PlayerMoveToAndWait(BSFixedString const & asDestRef);
Debug::CloseUserLog
script : void Debug::CloseUserLog(string asLogName);
engine : void BSScript::StaticFunctionTag::CloseUserLog(BSFixedString const & asLogName);
Debug::DebugChannelNotify
script : void Debug::DebugChannelNotify(string channel, string message);
engine : void BSScript::StaticFunctionTag::DebugChannelNotify(BSFixedString const & channel, BSFixedString const & message);
Debug::DumpAliasData
script : void Debug::DumpAliasData(Quest akQuest);
engine : void BSScript::StaticFunctionTag::DumpAliasData(TESQuest * akQuest);
Debug::GetConfigName
script : string Debug::GetConfigName();
engine : bool BSScript::StaticFunctionTag::GetConfigName();
Debug::GetPlatformName
script : string Debug::GetPlatformName();
engine : bool BSScript::StaticFunctionTag::GetPlatformName();
Debug::GetVersionNumber
script : string Debug::GetVersionNumber();
engine : bool BSScript::StaticFunctionTag::GetVersionNumber();
Debug::MessageBox
script : void Debug::MessageBox(string asMessageBoxText);
engine : void BSScript::StaticFunctionTag::MessageBox(BSFixedString const & asMessageBoxText);
Debug::Notification
script : void Debug::Notification(string asNotificationText);
engine : void BSScript::StaticFunctionTag::Notification(BSFixedString const & asNotificationText);
Debug::OpenUserLog
script : bool Debug::OpenUserLog(string asLogName);
engine : bool BSScript::StaticFunctionTag::OpenUserLog(BSFixedString const & asLogName);
Debug::QuitGame
script : void Debug::QuitGame();
engine : void BSScript::StaticFunctionTag::QuitGame();
Debug::SendAnimationEvent
script : void Debug::SendAnimationEvent(ObjectReference arRef, string asEventName);
engine : void BSScript::StaticFunctionTag::SendAnimationEvent(TESObjectREFR * arRef, BSFixedString const & asEventName);
Debug::SetFootIK
script : void Debug::SetFootIK(bool abFootIK);
engine : void BSScript::StaticFunctionTag::SetFootIK(bool abFootIK);
Debug::SetGodMode
script : void Debug::SetGodMode(bool abGodMode);
engine : void BSScript::StaticFunctionTag::SetGodMode(bool abGodMode);
Debug::StartScriptProfiling
script : void Debug::StartScriptProfiling(string asScriptName);
engine : void BSScript::StaticFunctionTag::StartScriptProfiling(BSFixedString const & asScriptName);
Debug::StartStackProfiling
script : void Debug::StartStackProfiling();
engine : void BSScript::StaticFunctionTag::StartStackProfiling();
Debug::StopScriptProfiling
script : void Debug::StopScriptProfiling(string asScriptName);
engine : void BSScript::StaticFunctionTag::StopScriptProfiling(BSFixedString const & asScriptName);
Debug::StopStackProfiling
script : void Debug::StopStackProfiling();
engine : void BSScript::StaticFunctionTag::StopStackProfiling();
Debug::TakeScreenshot
script : void Debug::TakeScreenshot(string asFilename);
engine : void BSScript::StaticFunctionTag::TakeScreenshot(BSFixedString const & asFilename);
Debug::ToggleAI
script : void Debug::ToggleAI();
engine : void BSScript::StaticFunctionTag::ToggleAI();
Debug::ToggleCollisions
script : void Debug::ToggleCollisions();
engine : void BSScript::StaticFunctionTag::ToggleCollisions();
Debug::ToggleMenus
script : void Debug::ToggleMenus();
engine : void BSScript::StaticFunctionTag::ToggleMenus();
Debug::Trace
script : void Debug::Trace(string asTextToPrint, int aiSeverity);
engine : void BSScript::StaticFunctionTag::Trace(BSFixedString const & asTextToPrint, uint aiSeverity);
Debug::TraceStack
script : void Debug::TraceStack(string asTextToPrint, int aiSeverity);
engine : void BSScript::StaticFunctionTag::TraceStack(BSFixedString const & asTextToPrint, uint aiSeverity);
Debug::TraceUser
script : bool Debug::TraceUser(string asUserLog, string asTextToPrint, int aiSeverity);
engine : bool BSScript::StaticFunctionTag::TraceUser(BSFixedString const & asUserLog, BSFixedString const & asTextToPrint, uint aiSeverity);
Math::abs
script : float Math::abs(float afValue);
engine : float BSScript::StaticFunctionTag::abs(float afValue);
Math::acos
script : float Math::acos(float afValue);
engine : float BSScript::StaticFunctionTag::acos(float afValue);
Math::asin
script : float Math::asin(float afValue);
engine : float BSScript::StaticFunctionTag::asin(float afValue);
Math::atan
script : float Math::atan(float afValue);
engine : float BSScript::StaticFunctionTag::atan(float afValue);
Math::Ceiling
script : int Math::Ceiling(float afValue);
engine : int BSScript::StaticFunctionTag::Ceiling(float afValue);
Math::cos
script : float Math::cos(float afValue);
engine : float BSScript::StaticFunctionTag::cos(float afValue);
Math::DegreesToRadians
script : float Math::DegreesToRadians(float afDegrees);
engine : float BSScript::StaticFunctionTag::DegreesToRadians(float afDegrees);
Math::Floor
script : int Math::Floor(float afValue);
engine : int BSScript::StaticFunctionTag::Floor(float afValue);
Math::pow
script : float Math::pow(float x, float y);
engine : float BSScript::StaticFunctionTag::pow(float x, float y);
Math::RadiansToDegrees
script : float Math::RadiansToDegrees(float afRadians);
engine : float BSScript::StaticFunctionTag::RadiansToDegrees(float afRadians);
Math::sin
script : float Math::sin(float afValue);
engine : float BSScript::StaticFunctionTag::sin(float afValue);
Math::sqrt
script : float Math::sqrt(float afValue);
engine : float BSScript::StaticFunctionTag::sqrt(float afValue);
Math::tan
script : float Math::tan(float afValue);
engine : float BSScript::StaticFunctionTag::tan(float afValue);
Form::GetFormID
script : int Form::GetFormID();
engine : uint TESForm::GetFormID();
Form::GetGoldValue
script : int Form::GetGoldValue();
engine : int TESForm::GetGoldValue();
Form::HasKeyword
script : bool Form::HasKeyword(Keyword akKeyword);
engine : bool TESForm::HasKeyword(BGSKeyword * akKeyword);
Form::PlayerKnows
script : bool Form::PlayerKnows();
engine : bool TESForm::PlayerKnows();
Form::RegisterForAnimationEvent
script : bool Form::RegisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : bool TESForm::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);
Form::RegisterForLOS
script : None Form::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);
Form::RegisterForSingleLOSGain
script : None Form::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);
Form::RegisterForSingleLOSLost
script : None Form::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);
Form::RegisterForSingleUpdate
script : None Form::RegisterForSingleUpdate(float afInterval);
engine : void TESForm::RegisterForSingleUpdate(float afInterval);
Form::RegisterForSingleUpdateGameTime
script : None Form::RegisterForSingleUpdateGameTime(float afInterval);
engine : void TESForm::RegisterForSingleUpdateGameTime(float afInterval);
Form::RegisterForSleep
script : None Form::RegisterForSleep();
engine : void TESForm::RegisterForSleep();
Form::RegisterForTrackedStatsEvent
script : None Form::RegisterForTrackedStatsEvent();
engine : void TESForm::RegisterForTrackedStatsEvent();
Form::RegisterForUpdate
script : None Form::RegisterForUpdate(float afInterval);
engine : void TESForm::RegisterForUpdate(float afInterval);
Form::RegisterForUpdateGameTime
script : None Form::RegisterForUpdateGameTime(float afInterval);
engine : void TESForm::RegisterForUpdateGameTime(float afInterval);
Form::StartObjectProfiling
script : None Form::StartObjectProfiling();
engine : void TESForm::StartObjectProfiling();
Form::StopObjectProfiling
script : None Form::StopObjectProfiling();
engine : void TESForm::StopObjectProfiling();
Form::UnregisterForAnimationEvent
script : None Form::UnregisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : void TESForm::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);
Form::UnregisterForLOS
script : None Form::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);
Form::UnregisterForSleep
script : None Form::UnregisterForSleep();
engine : void TESForm::UnregisterForSleep();
Form::UnregisterForTrackedStatsEvent
script : None Form::UnregisterForTrackedStatsEvent();
engine : void TESForm::UnregisterForTrackedStatsEvent();
Form::UnregisterForUpdate
script : None Form::UnregisterForUpdate();
engine : void TESForm::UnregisterForUpdate();
Form::UnregisterForUpdateGameTime
script : None Form::UnregisterForUpdateGameTime();
engine : void TESForm::UnregisterForUpdateGameTime();
Keyword::SendStoryEvent
script : None Keyword::SendStoryEvent(Location akLoc, ObjectReference akRef1, ObjectReference akRef2, int aiValue1, int aiValue2);
engine : void BGSKeyword::SendStoryEvent(BGSLocation * akLoc, TESObjectREFR * akRef1, TESObjectREFR * akRef2, uint aiValue1, uint aiValue2);
Keyword::SendStoryEventAndWait
script : bool Keyword::SendStoryEventAndWait(Location akLoc, ObjectReference akRef1, ObjectReference akRef2, int aiValue1, int aiValue2);
engine : bool BGSKeyword::SendStoryEventAndWait(BGSLocation * akLoc, TESObjectREFR * akRef1, TESObjectREFR * akRef2, uint aiValue1, uint aiValue2);
Location::GetKeywordData
script : float Location::GetKeywordData(Keyword akKeyword);
engine : float BGSLocation::GetKeywordData(BGSKeyword * akKeyword);
Location::GetRefTypeAliveCount
script : int Location::GetRefTypeAliveCount(LocationRefType akRefType);
engine : uint BGSLocation::GetRefTypeAliveCount(BGSLocationRefType * akRefType);
Location::GetRefTypeDeadCount
script : int Location::GetRefTypeDeadCount(LocationRefType akRefType);
engine : uint BGSLocation::GetRefTypeDeadCount(BGSLocationRefType * akRefType);
Location::HasCommonParent
script : bool Location::HasCommonParent(Location akOther, Keyword akFilter);
engine : bool BGSLocation::HasCommonParent(BGSLocation * akOther, BGSKeyword * akFilter);
Location::HasRefType
script : bool Location::HasRefType(LocationRefType akRefType);
engine : bool BGSLocation::HasRefType(BGSLocationRefType * akRefType);
Location::IsChild
script : bool Location::IsChild(Location akOther);
engine : bool BGSLocation::IsChild(BGSLocation * akOther);
Location::IsCleared
script : bool Location::IsCleared();
engine : bool BGSLocation::IsCleared();
Location::IsLoaded
script : bool Location::IsLoaded();
engine : bool BGSLocation::IsLoaded();
Location::SetCleared
script : void Location::SetCleared(bool abCleared);
engine : void BGSLocation::SetCleared(bool abCleared);
Location::SetKeywordData
script : void Location::SetKeywordData(Keyword akKeyword, float afData);
engine : void BGSLocation::SetKeywordData(BGSKeyword * akKeyword, float afData);
Message::Show
script : int Message::Show(float afArg1, float afArg2, float afArg3, float afArg4, float afArg5, float afArg6, float afArg7, float afArg8, float afArg9);
engine : bool BGSMessage::Show(float afArg1, float afArg2, float afArg3, float afArg4, float afArg5, float afArg6, float afArg7, float afArg8, float afArg9);
Message::ShowAsHelpMessage
script : void Message::ShowAsHelpMessage(string asEvent, float afDuration, float afInterval, int aiMaxTimes);
engine : void BGSMessage::ShowAsHelpMessage(BSFixedString const & asEvent, float afDuration, float afInterval, int aiMaxTimes);
Message::ResetHelpMessage
script : void Message::ResetHelpMessage(string asEvent);
engine : void BSScript::StaticFunctionTag::ResetHelpMessage(BSFixedString const & asEvent);
MusicType::Add
script : None MusicType::Add();
engine : void BGSMusicType::Add();
MusicType::Remove
script : None MusicType::Remove();
engine : void BGSMusicType::Remove();
VisualEffect::Play
script : void VisualEffect::Play(ObjectReference akObject, float afTime, ObjectReference akFacingObject);
engine : void BGSReferenceEffect::Play(TESObjectREFR * akObject, float afTime, TESObjectREFR * akFacingObject);
VisualEffect::Stop
script : void VisualEffect::Stop(ObjectReference akObject);
engine : void BGSReferenceEffect::Stop(TESObjectREFR * akObject);
Scene::ForceStart
script : void Scene::ForceStart();
engine : void BGSScene::ForceStart();
Scene::GetOwningQuest
script : Quest Scene::GetOwningQuest();
engine : TESQuest * BGSScene::GetOwningQuest();
Scene::IsActionComplete
script : bool Scene::IsActionComplete(int aiActionID);
engine : bool BGSScene::IsActionComplete(uint aiActionID);
Scene::IsPlaying
script : bool Scene::IsPlaying();
engine : bool BGSScene::IsPlaying();
Scene::Start
script : void Scene::Start();
engine : void BGSScene::Start();
Scene::Stop
script : void Scene::Stop();
engine : void BGSScene::Stop();
ShaderParticleGeometry::Apply
script : void ShaderParticleGeometry::Apply(float afFadeTime);
engine : void BGSShaderParticleGeometryData::Apply(float afFadeTime);
ShaderParticleGeometry::Remove
script : void ShaderParticleGeometry::Remove(float afFadeTime);
engine : void BGSShaderParticleGeometryData::Remove(float afFadeTime);
SoundCategory::Pause
script : void SoundCategory::Pause();
engine : void BGSSoundCategory::Pause();
SoundCategory::UnPause
script : void SoundCategory::UnPause();
engine : void BGSSoundCategory::UnPause();
SoundCategory::Mute
script : void SoundCategory::Mute();
engine : void BGSSoundCategory::Mute();
SoundCategory::UnMute
script : void SoundCategory::UnMute();
engine : void BGSSoundCategory::UnMute();
SoundCategory::SetVolume
script : void SoundCategory::SetVolume(float afVolume);
engine : void BGSSoundCategory::SetVolume(float afVolume);
SoundCategory::SetFrequency
script : void SoundCategory::SetFrequency(float afFrequencyCoeffecient);
engine : void BGSSoundCategory::SetFrequency(float afFrequencyCoeffecient);
MagicEffect::GetAssociatedSkill
script : string MagicEffect::GetAssociatedSkill();
engine : bool EffectSetting::GetAssociatedSkill();
EffectShader::Play
script : void EffectShader::Play(ObjectReference akObject, float afDuration);
engine : void TESEffectShader::Play(TESObjectREFR * akObject, float afDuration);
EffectShader::Stop
script : void EffectShader::Stop(ObjectReference akObject);
engine : void TESEffectShader::Stop(TESObjectREFR * akObject);
Faction::CanPayCrimeGold
script : bool Faction::CanPayCrimeGold();
engine : bool TESFaction::CanPayCrimeGold();
Faction::GetCrimeGold
script : int Faction::GetCrimeGold();
engine : uint TESFaction::GetCrimeGold();
Faction::GetCrimeGoldNonViolent
script : int Faction::GetCrimeGoldNonViolent();
engine : uint TESFaction::GetCrimeGoldNonViolent();
Faction::GetCrimeGoldViolent
script : int Faction::GetCrimeGoldViolent();
engine : uint TESFaction::GetCrimeGoldViolent();
Faction::GetInfamy
script : int Faction::GetInfamy();
engine : uint TESFaction::GetInfamy();
Faction::GetInfamyNonViolent
script : int Faction::GetInfamyNonViolent();
engine : uint TESFaction::GetInfamyNonViolent();
Faction::GetInfamyViolent
script : int Faction::GetInfamyViolent();
engine : uint TESFaction::GetInfamyViolent();
Faction::GetReaction
script : int Faction::GetReaction(Faction akOther);
engine : int TESFaction::GetReaction(TESFaction * akOther);
Faction::GetStolenItemValueCrime
script : int Faction::GetStolenItemValueCrime();
engine : uint TESFaction::GetStolenItemValueCrime();
Faction::GetStolenItemValueNoCrime
script : int Faction::GetStolenItemValueNoCrime();
engine : uint TESFaction::GetStolenItemValueNoCrime();
Faction::IsFactionInCrimeGroup
script : bool Faction::IsFactionInCrimeGroup(Faction akOther);
engine : bool TESFaction::IsFactionInCrimeGroup(TESFaction * akOther);
Faction::IsPlayerExpelled
script : bool Faction::IsPlayerExpelled();
engine : bool TESFaction::IsPlayerExpelled();
Faction::ModCrimeGold
script : void Faction::ModCrimeGold(int aiAmount, bool abViolent);
engine : void TESFaction::ModCrimeGold(int aiAmount, bool abViolent);
Faction::ModReaction
script : void Faction::ModReaction(Faction akOther, int aiAmount);
engine : void TESFaction::ModReaction(TESFaction * akOther, int aiAmount);
Faction::PlayerPayCrimeGold
script : void Faction::PlayerPayCrimeGold(bool abRemoveStolenItems, bool abGoToJail);
engine : void TESFaction::PlayerPayCrimeGold(bool abRemoveStolenItems, bool abGoToJail);
Faction::SendAssaultAlarm
script : void Faction::SendAssaultAlarm();
engine : void TESFaction::SendAssaultAlarm();
Faction::SendPlayerToJail
script : void Faction::SendPlayerToJail(bool abRemoveInventory, bool abRealJail);
engine : bool TESFaction::SendPlayerToJail(bool abRemoveInventory, bool abRealJail);
Faction::SetAlly
script : void Faction::SetAlly(Faction akOther, bool abSelfIsFriendToOther, bool abOtherIsFriendToSelf);
engine : void TESFaction::SetAlly(TESFaction * akOther, bool abSelfIsFriendToOther, bool abOtherIsFriendToSelf);
Faction::SetCrimeGold
script : void Faction::SetCrimeGold(int aiGold);
engine : void TESFaction::SetCrimeGold(uint aiGold);
Faction::SetCrimeGoldViolent
script : void Faction::SetCrimeGoldViolent(int aiGold);
engine : void TESFaction::SetCrimeGoldViolent(uint aiGold);
Faction::SetEnemy
script : void Faction::SetEnemy(Faction akOther, bool abSelfIsNeutralToOther, bool abOtherIsNeutralToSelf);
engine : void TESFaction::SetEnemy(TESFaction * akOther, bool abSelfIsNeutralToOther, bool abOtherIsNeutralToSelf);
Faction::SetPlayerEnemy
script : void Faction::SetPlayerEnemy(bool abIsEnemy);
engine : void TESFaction::SetPlayerEnemy(bool abIsEnemy);
Faction::SetPlayerExpelled
script : void Faction::SetPlayerExpelled(bool abIsixpelled);
engine : void TESFaction::SetPlayerExpelled(bool abIsixpelled);
Faction::SetReaction
script : void Faction::SetReaction(Faction akOther, int aiNewValue);
engine : void TESFaction::SetReaction(TESFaction * akOther, int aiNewValue);
GlobalVariable::GetValue
script : float GlobalVariable::GetValue();
engine : float TESGlobal::GetValue();
GlobalVariable::SetValue
script : void GlobalVariable::SetValue(float afNewValue);
engine : void TESGlobal::SetValue(float afNewValue);
ImageSpaceModifier::Apply
script : void ImageSpaceModifier::Apply(float afStrength);
engine : void TESImageSpaceModifier::Apply(float afStrength);
ImageSpaceModifier::ApplyCrossFade
script : void ImageSpaceModifier::ApplyCrossFade(float afFadeDuration);
engine : void TESImageSpaceModifier::ApplyCrossFade(float afFadeDuration);
ImageSpaceModifier::PopTo
script : void ImageSpaceModifier::PopTo(ImageSpaceModifier akNewModifier, float afStrength);
engine : void TESImageSpaceModifier::PopTo(TESImageSpaceModifier * akNewModifier, float afStrength);
ImageSpaceModifier::Remove
script : void ImageSpaceModifier::Remove();
engine : void TESImageSpaceModifier::Remove();
ImageSpaceModifier::RemoveCrossFade
script : void ImageSpaceModifier::RemoveCrossFade(float afFadeDuration);
engine : void BSScript::StaticFunctionTag::RemoveCrossFade(float afFadeDuration);
LeveledActor::AddForm
script : void LeveledActor::AddForm(Form apForm, int aiLevel);
engine : void TESLevCharacter::AddForm(TESForm * apForm, uint aiLevel);
LeveledActor::Revert
script : void LeveledActor::Revert();
engine : void TESLevCharacter::Revert();
LeveledItem::AddForm
script : void LeveledItem::AddForm(Form apForm, int aiLevel, int aiCount);
engine : void TESLevItem::AddForm(TESForm * apForm, uint aiLevel, uint aiCount);
LeveledItem::Revert
script : void LeveledItem::Revert();
engine : void TESLevItem::Revert();
LeveledSpell::AddForm
script : void LeveledSpell::AddForm(Form apForm, int aiLevel);
engine : void TESLevSpell::AddForm(TESForm * apForm, uint aiLevel);
LeveledSpell::Revert
script : void LeveledSpell::Revert();
engine : void TESLevSpell::Revert();
ActorBase::GetClass
script : Class ActorBase::GetClass();
engine : TESClass * TESNPC::GetClass();
ActorBase::GetDeadCount
script : int ActorBase::GetDeadCount();
engine : int TESNPC::GetDeadCount();
ActorBase::GetGiftFilter
script : FormList ActorBase::GetGiftFilter();
engine : BGSListForm * TESNPC::GetGiftFilter();
ActorBase::GetRace
script : Race ActorBase::GetRace();
engine : TESRace * TESNPC::GetRace();
ActorBase::Getsix
script : int ActorBase::Getsix();
engine : int TESNPC::Getsix();
ActorBase::IsEssential
script : bool ActorBase::IsEssential();
engine : bool TESNPC::IsEssential();
ActorBase::IsInvulnerable
script : bool ActorBase::IsInvulnerable();
engine : bool TESNPC::IsInvulnerable();
ActorBase::IsProtected
script : bool ActorBase::IsProtected();
engine : bool TESNPC::IsProtected();
ActorBase::IsUnique
script : bool ActorBase::IsUnique();
engine : bool TESNPC::IsUnique();
ActorBase::SetEssential
script : void ActorBase::SetEssential(bool abEssential);
engine : void TESNPC::SetEssential(bool abEssential);
ActorBase::SetInvulnerable
script : void ActorBase::SetInvulnerable(bool abInvulnerable);
engine : void TESNPC::SetInvulnerable(bool abInvulnerable);
ActorBase::SetProtected
script : void ActorBase::SetProtected(bool abProtected);
engine : void TESNPC::SetProtected(bool abProtected);
ActorBase::SetOutfit
script : void ActorBase::SetOutfit(Outfit akOutfit, bool abSleepOutfit);
engine : void TESNPC::SetOutfit(BGSOutfit * akOutfit, bool abSleepOutfit);
Cell::GetActorOwner
script : ActorBase Cell::GetActorOwner();
engine : TESNPC * TESObjectCELL::GetActorOwner();
Cell::GetFactionOwner
script : Faction Cell::GetFactionOwner();
engine : TESFaction * TESObjectCELL::GetFactionOwner();
Cell::IsAttached
script : bool Cell::IsAttached();
engine : bool TESObjectCELL::IsAttached();
Cell::IsInterior
script : bool Cell::IsInterior();
engine : bool TESObjectCELL::IsInterior();
Cell::Reset
script : void Cell::Reset();
engine : void TESObjectCELL::Reset();
Cell::SetActorOwner
script : void Cell::SetActorOwner(ActorBase akActor);
engine : void TESObjectCELL::SetActorOwner(TESNPC * akActor);
Cell::SetFactionOwner
script : void Cell::SetFactionOwner(Faction akFaction);
engine : void TESObjectCELL::SetFactionOwner(TESFaction * akFaction);
Cell::SetFogColor
script : void Cell::SetFogColor(int aiNearRed, int aiNearGreen, int aiNearBlue, int aiFarRed, int aiFarGreen, int aiFarBlue);
engine : void TESObjectCELL::SetFogColor(uint aiNearRed, uint aiNearGreen, uint aiNearBlue, uint aiFarRed, uint aiFarGreen, uint aiFarBlue);
Cell::SetFogPlanes
script : void Cell::SetFogPlanes(float afNear, float afFar);
engine : void TESObjectCELL::SetFogPlanes(float afNear, float afFar);
Cell::SetFogPower
script : void Cell::SetFogPower(float afPower);
engine : void TESObjectCELL::SetFogPower(float afPower);
Cell::SetPublic
script : void Cell::SetPublic(bool abPublic);
engine : void TESObjectCELL::SetPublic(bool abPublic);
ObjectReference::Activate
script : bool ObjectReference::Activate(ObjectReference akActivator, bool abDefaultProcessingOnly);
engine : bool TESObjectREFR::Activate(TESObjectREFR * akActivator, bool abDefaultProcessingOnly);
ObjectReference::AddInventoryEventFilter
script : void ObjectReference::AddInventoryEventFilter(Form akFilter);
engine : void TESObjectREFR::AddInventoryEventFilter(TESForm * akFilter);
ObjectReference::TetherToHorse
script : void ObjectReference::TetherToHorse(ObjectReference akHorse);
engine : void TESObjectREFR::TetherToHorse(TESObjectREFR * akHorse);
ObjectReference::AddDependentAnimatedObjectReference
script : bool ObjectReference::AddDependentAnimatedObjectReference(ObjectReference akDependent);
engine : bool TESObjectREFR::AddDependentAnimatedObjectReference(TESObjectREFR * akDependent);
ObjectReference::AddItem
script : void ObjectReference::AddItem(Form akItemToAdd, int aiCount, bool abSilent);
engine : bool TESObjectREFR::AddItem(TESForm * akItemToAdd, uint aiCount, bool abSilent);
ObjectReference::AddToMap
script : void ObjectReference::AddToMap(bool abAllowFastTravel);
engine : void TESObjectREFR::AddToMap(bool abAllowFastTravel);
ObjectReference::ApplyHavokImpulse
script : void ObjectReference::ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude);
engine : bool TESObjectREFR::ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude);
ObjectReference::BlockActivation
script : void ObjectReference::BlockActivation(bool abBlocked);
engine : void TESObjectREFR::BlockActivation(bool abBlocked);
ObjectReference::CalculateEncounterLevel
script : int ObjectReference::CalculateEncounterLevel(int aiDifficulty);
engine : uint TESObjectREFR::CalculateEncounterLevel(uint aiDifficulty);
ObjectReference::CanFastTravelToMarker
script : bool ObjectReference::CanFastTravelToMarker();
engine : bool TESObjectREFR::CanFastTravelToMarker();
ObjectReference::ClearDestruction
script : void ObjectReference::ClearDestruction();
engine : void TESObjectREFR::ClearDestruction();
ObjectReference::CreateDetectionEvent
script : void ObjectReference::CreateDetectionEvent(Actor akOwner, int aiSoundLevel);
engine : void TESObjectREFR::CreateDetectionEvent(Actor * akOwner, uint aiSoundLevel);
ObjectReference::DamageObject
script : void ObjectReference::DamageObject(float afDamage);
engine : bool TESObjectREFR::DamageObject(float afDamage);
ObjectReference::Delete
script : void ObjectReference::Delete();
engine : bool TESObjectREFR::Delete();
ObjectReference::Disable
script : void ObjectReference::Disable(bool abFadeOut);
engine : bool TESObjectREFR::Disable(bool abFadeOut);
ObjectReference::DisableNoWait
script : void ObjectReference::DisableNoWait(bool abFadeOut);
engine : void TESObjectREFR::DisableNoWait(bool abFadeOut);
ObjectReference::DropObject
script : ObjectReference ObjectReference::DropObject(Form akObject, int aiCount);
engine : bool TESObjectREFR::DropObject(TESForm * akObject, uint aiCount);
ObjectReference::Enable
script : void ObjectReference::Enable(bool abFadeIn);
engine : bool TESObjectREFR::Enable(bool abFadeIn);
ObjectReference::EnableFastTravel
script : void ObjectReference::EnableFastTravel(bool abEnable);
engine : void TESObjectREFR::EnableFastTravel(bool abEnable);
ObjectReference::EnableNoWait
script : void ObjectReference::EnableNoWait(bool abFadeIn);
engine : void TESObjectREFR::EnableNoWait(bool abFadeIn);
ObjectReference::ForceAddRagdollToWorld
script : void ObjectReference::ForceAddRagdollToWorld();
engine : bool TESObjectREFR::ForceAddRagdollToWorld();
ObjectReference::ForceRemoveRagdollFromWorld
script : void ObjectReference::ForceRemoveRagdollFromWorld();
engine : bool TESObjectREFR::ForceRemoveRagdollFromWorld();
ObjectReference::GetActorOwner
script : ActorBase ObjectReference::GetActorOwner();
engine : TESNPC * TESObjectREFR::GetActorOwner();
ObjectReference::GetAngleX
script : float ObjectReference::GetAngleX();
engine : float TESObjectREFR::GetAngleX();
ObjectReference::GetAngleY
script : float ObjectReference::GetAngleY();
engine : float TESObjectREFR::GetAngleY();
ObjectReference::GetAngleZ
script : float ObjectReference::GetAngleZ();
engine : float TESObjectREFR::GetAngleZ();
ObjectReference::GetAnimationVariableBool
script : bool ObjectReference::GetAnimationVariableBool(string arVariableName);
engine : bool TESObjectREFR::GetAnimationVariableBool(BSFixedString const & arVariableName);
ObjectReference::GetAnimationVariableInt
script : int ObjectReference::GetAnimationVariableInt(string arVariableName);
engine : int TESObjectREFR::GetAnimationVariableInt(BSFixedString const & arVariableName);
ObjectReference::GetAnimationVariableFloat
script : float ObjectReference::GetAnimationVariableFloat(string arVariableName);
engine : float TESObjectREFR::GetAnimationVariableFloat(BSFixedString const & arVariableName);
ObjectReference::GetBaseObject
script : Form ObjectReference::GetBaseObject();
engine : TESForm * TESObjectREFR::GetBaseObject();
ObjectReference::GetCurrentDestructionStage
script : int ObjectReference::GetCurrentDestructionStage();
engine : int TESObjectREFR::GetCurrentDestructionStage();
ObjectReference::GetCurrentLocation
script : location ObjectReference::GetCurrentLocation();
engine : BGSLocation * TESObjectREFR::GetCurrentLocation();
ObjectReference::GetCurrentScene
script : Scene ObjectReference::GetCurrentScene();
engine : BGSScene * TESObjectREFR::GetCurrentScene();
ObjectReference::GetDistance
script : float ObjectReference::GetDistance(ObjectReference akOther);
engine : float TESObjectREFR::GetDistance(TESObjectREFR * akOther);
ObjectReference::GetEditorLocation
script : location ObjectReference::GetEditorLocation();
engine : BGSLocation * TESObjectREFR::GetEditorLocation();
ObjectReference::GetFactionOwner
script : Faction ObjectReference::GetFactionOwner();
engine : TESFaction * TESObjectREFR::GetFactionOwner();
ObjectReference::GetHeadingAngle
script : float ObjectReference::GetHeadingAngle(ObjectReference akOther);
engine : float TESObjectREFR::GetHeadingAngle(TESObjectREFR * akOther);
ObjectReference::GetHeight
script : float ObjectReference::GetHeight();
engine : float TESObjectREFR::GetHeight();
ObjectReference::GetItemCount
script : int ObjectReference::GetItemCount(Form akItem);
engine : uint TESObjectREFR::GetItemCount(TESForm * akItem);
ObjectReference::GetItemHealthPercent
script : float ObjectReference::GetItemHealthPercent();
engine : float TESObjectREFR::GetItemHealthPercent();
ObjectReference::GetKey
script : Key ObjectReference::GetKey();
engine : TESKey * TESObjectREFR::GetKey();
ObjectReference::GetLength
script : float ObjectReference::GetLength();
engine : float TESObjectREFR::GetLength();
ObjectReference::GetLinkedRef
script : ObjectReference ObjectReference::GetLinkedRef(Keyword apKeyword);
engine : TESObjectREFR * TESObjectREFR::GetLinkedRef(BGSKeyword * apKeyword);
ObjectReference::GetLockLevel
script : int ObjectReference::GetLockLevel();
engine : int TESObjectREFR::GetLockLevel();
ObjectReference::GetMass
script : float ObjectReference::GetMass();
engine : float TESObjectREFR::GetMass();
ObjectReference::GetNthLinkedRef
script : ObjectReference ObjectReference::GetNthLinkedRef(int aiLinkedRef);
engine : TESObjectREFR * TESObjectREFR::GetNthLinkedRef(int aiLinkedRef);
ObjectReference::GetOpenState
script : int ObjectReference::GetOpenState();
engine : uint TESObjectREFR::GetOpenState();
ObjectReference::GetParentCell
script : cell ObjectReference::GetParentCell();
engine : TESObjectCELL * TESObjectREFR::GetParentCell();
ObjectReference::GetPositionX
script : float ObjectReference::GetPositionX();
engine : float TESObjectREFR::GetPositionX();
ObjectReference::GetPositionY
script : float ObjectReference::GetPositionY();
engine : float TESObjectREFR::GetPositionY();
ObjectReference::GetPositionZ
script : float ObjectReference::GetPositionZ();
engine : float TESObjectREFR::GetPositionZ();
ObjectReference::GetScale
script : float ObjectReference::GetScale();
engine : float TESObjectREFR::GetScale();
ObjectReference::GetTriggerObjectCount
script : int ObjectReference::GetTriggerObjectCount();
engine : uint TESObjectREFR::GetTriggerObjectCount();
ObjectReference::GetVoiceType
script : VoiceType ObjectReference::GetVoiceType();
engine : BGSVoiceType * TESObjectREFR::GetVoiceType();
ObjectReference::GetWidth
script : float ObjectReference::GetWidth();
engine : float TESObjectREFR::GetWidth();
ObjectReference::GetWorldSpace
script : WorldSpace ObjectReference::GetWorldSpace();
engine : TESWorldSpace * TESObjectREFR::GetWorldSpace();
ObjectReference::HasEffectKeyword
script : bool ObjectReference::HasEffectKeyword(Keyword akKeyword);
engine : bool TESObjectREFR::HasEffectKeyword(BGSKeyword * akKeyword);
ObjectReference::HasNode
script : bool ObjectReference::HasNode(string asNodeName);
engine : bool TESObjectREFR::HasNode(BSFixedString const & asNodeName);
ObjectReference::HasRefType
script : bool ObjectReference::HasRefType(LocationRefType akRefType);
engine : bool TESObjectREFR::HasRefType(BGSLocationRefType * akRefType);
ObjectReference::IgnoreFriendlyHits
script : void ObjectReference::IgnoreFriendlyHits(bool abIgnore);
engine : void TESObjectREFR::IgnoreFriendlyHits(bool abIgnore);
ObjectReference::InterruptCast
script : void ObjectReference::InterruptCast();
engine : void TESObjectREFR::InterruptCast();
ObjectReference::Is3DLoaded
script : bool ObjectReference::Is3DLoaded();
engine : bool TESObjectREFR::Is3DLoaded();
ObjectReference::IsActivateChild
script : bool ObjectReference::IsActivateChild(ObjectReference akChild);
engine : bool TESObjectREFR::IsActivateChild(TESObjectREFR * akChild);
ObjectReference::IsActivationBlocked
script : bool ObjectReference::IsActivationBlocked();
engine : bool TESObjectREFR::IsActivationBlocked();
ObjectReference::IsDisabled
script : bool ObjectReference::IsDisabled();
engine : bool TESObjectREFR::IsDisabled();
ObjectReference::IsFurnitureInUse
script : bool ObjectReference::IsFurnitureInUse(bool abIgnoreReserved);
engine : bool TESObjectREFR::IsFurnitureInUse(bool abIgnoreReserved);
ObjectReference::IsFurnitureMarkerInUse
script : bool ObjectReference::IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved);
engine : bool TESObjectREFR::IsFurnitureMarkerInUse(uint aiMarker, bool abIgnoreReserved);
ObjectReference::IsIgnoringFriendlyHits
script : bool ObjectReference::IsIgnoringFriendlyHits();
engine : bool TESObjectREFR::IsIgnoringFriendlyHits();
ObjectReference::IsInDialogueWithPlayer
script : bool ObjectReference::IsInDialogueWithPlayer();
engine : bool TESObjectREFR::IsInDialogueWithPlayer();
ObjectReference::IsLockBroken
script : bool ObjectReference::IsLockBroken();
engine : bool TESObjectREFR::IsLockBroken();
ObjectReference::IsLocked
script : bool ObjectReference::IsLocked();
engine : bool TESObjectREFR::IsLocked();
ObjectReference::IsMapMarkerVisible
script : bool ObjectReference::IsMapMarkerVisible();
engine : bool TESObjectREFR::IsMapMarkerVisible();
ObjectReference::KnockAreaEffect
script : void ObjectReference::KnockAreaEffect(float afMagnitude, float afRadius);
engine : void TESObjectREFR::KnockAreaEffect(float afMagnitude, float afRadius);
ObjectReference::Lock
script : void ObjectReference::Lock(bool abLock, bool abAsOwner);
engine : void TESObjectREFR::Lock(bool abLock, bool abAsOwner);
ObjectReference::MoveTo
script : void ObjectReference::MoveTo(ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation);
engine : bool TESObjectREFR::MoveTo(TESObjectREFR * akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation);
ObjectReference::MoveToInteractionLocation
script : void ObjectReference::MoveToInteractionLocation(ObjectReference akTarget);
engine : bool TESObjectREFR::MoveToInteractionLocation(TESObjectREFR * akTarget);
ObjectReference::MoveToMyEditorLocation
script : void ObjectReference::MoveToMyEditorLocation();
engine : bool TESObjectREFR::MoveToMyEditorLocation();
ObjectReference::MoveToNode
script : void ObjectReference::MoveToNode(ObjectReference akTarget, string asNodeName);
engine : bool TESObjectREFR::MoveToNode(TESObjectREFR * akTarget, BSFixedString const & asNodeName);
ObjectReference::PlaceAtMe
script : ObjectReference ObjectReference::PlaceAtMe(Form akFormToPlace, int aiCount, bool abForcePersist, bool abInitiallyDisabled);
engine : TESObjectREFR * TESObjectREFR::PlaceAtMe(TESForm * akFormToPlace, uint aiCount, bool abForcePersist, bool abInitiallyDisabled);
ObjectReference::PlaceActorAtMe
script : Actor ObjectReference::PlaceActorAtMe(ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone);
engine : Actor * TESObjectREFR::PlaceActorAtMe(TESNPC * akActorToPlace, uint aiLevelMod, BGSEncounterZone * akZone);
ObjectReference::PlayAnimation
script : bool ObjectReference::PlayAnimation(string asAnimation);
engine : bool TESObjectREFR::PlayAnimation(BSFixedString const & asAnimation);
ObjectReference::PlayAnimationAndWait
script : bool ObjectReference::PlayAnimationAndWait(string asAnimation, string asEventName);
engine : bool TESObjectREFR::PlayAnimationAndWait(BSFixedString const & asAnimation, BSFixedString const & asEventName);
ObjectReference::PlayGamebryoAnimation
script : bool ObjectReference::PlayGamebryoAnimation(string asAnimation, bool abStartOver, float afEaseInTime);
engine : bool TESObjectREFR::PlayGamebryoAnimation(BSFixedString const & asAnimation, bool abStartOver, float afEaseInTime);
ObjectReference::PlayImpactEffect
script : bool ObjectReference::PlayImpactEffect(ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation);
engine : bool TESObjectREFR::PlayImpactEffect(BGSImpactDataSet * akImpactEffect, BSFixedString const & asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation);
ObjectReference::PlaySyncedAnimationSS
script : bool ObjectReference::PlaySyncedAnimationSS(string asAnimation1, ObjectReference akObj2, string asAnimation2);
engine : bool TESObjectREFR::PlaySyncedAnimationSS(BSFixedString const & asAnimation1, TESObjectREFR * akObj2, BSFixedString const & asAnimation2);
ObjectReference::PlaySyncedAnimationAndWaitSS
script : bool ObjectReference::PlaySyncedAnimationAndWaitSS(string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2);
engine : bool TESObjectREFR::PlaySyncedAnimationAndWaitSS(BSFixedString const & asAnimation1, BSFixedString const & asEvent1, TESObjectREFR * akObj2, BSFixedString const & asAnimation2, BSFixedString const & asEvent2);
ObjectReference::PlayTerrainEffect
script : void ObjectReference::PlayTerrainEffect(string asEffectModelName, string asAttachBoneName);
engine : void TESObjectREFR::PlayTerrainEffect(BSFixedString const & asEffectModelName, BSFixedString const & asAttachBoneName);
ObjectReference::ProcessTrapHit
script : void ObjectReference::ProcessTrapHit(ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger);
engine : void TESObjectREFR::ProcessTrapHit(TESObjectREFR * akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger);
ObjectReference::PushActorAway
script : void ObjectReference::PushActorAway(Actor akActorToPush, float aiKnockbackForce);
engine : void TESObjectREFR::PushActorAway(Actor * akActorToPush, float aiKnockbackForce);
ObjectReference::RemoveAllInventoryEventFilters
script : void ObjectReference::RemoveAllInventoryEventFilters();
engine : void TESObjectREFR::RemoveAllInventoryEventFilters();
ObjectReference::RemoveAllItems
script : void ObjectReference::RemoveAllItems(ObjectReference akTransferTo, bool abKeepOwnership, bool abRemoveQuestItems);
engine : void TESObjectREFR::RemoveAllItems(TESObjectREFR * akTransferTo, bool abKeepOwnership, bool abRemoveQuestItems);
ObjectReference::RemoveDependentAnimatedObjectReference
script : bool ObjectReference::RemoveDependentAnimatedObjectReference(ObjectReference akDependent);
engine : bool TESObjectREFR::RemoveDependentAnimatedObjectReference(TESObjectREFR * akDependent);
ObjectReference::RemoveInventoryEventFilter
script : void ObjectReference::RemoveInventoryEventFilter(Form akFilter);
engine : void TESObjectREFR::RemoveInventoryEventFilter(TESForm * akFilter);
ObjectReference::RemoveItem
script : void ObjectReference::RemoveItem(Form akItemToRemove, int aiCount, bool abSilent, ObjectReference akOtherContainer);
engine : void TESObjectREFR::RemoveItem(TESForm * akItemToRemove, uint aiCount, bool abSilent, TESObjectREFR * akOtherContainer);
ObjectReference::Reset
script : void ObjectReference::Reset(ObjectReference akTarget);
engine : bool TESObjectREFR::Reset(TESObjectREFR * akTarget);
ObjectReference::Say
script : void ObjectReference::Say(Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead);
engine : void TESObjectREFR::Say(TESTopic * akTopicToSay, Actor * akActorToSpeakAs, bool abSpeakInPlayersHead);
ObjectReference::SendStealAlarm
script : void ObjectReference::SendStealAlarm(Actor akThief);
engine : void TESObjectREFR::SendStealAlarm(Actor * akThief);
ObjectReference::SetActorCause
script : void ObjectReference::SetActorCause(Actor akActor);
engine : void TESObjectREFR::SetActorCause(Actor * akActor);
ObjectReference::SetActorOwner
script : void ObjectReference::SetActorOwner(ActorBase akActorBase);
engine : void TESObjectREFR::SetActorOwner(TESNPC * akActorBase);
ObjectReference::SetAngle
script : void ObjectReference::SetAngle(float afXAngle, float afYAngle, float afZAngle);
engine : bool TESObjectREFR::SetAngle(float afXAngle, float afYAngle, float afZAngle);
ObjectReference::SetAnimationVariableBool
script : void ObjectReference::SetAnimationVariableBool(string arVariableName, bool abNewValue);
engine : void TESObjectREFR::SetAnimationVariableBool(BSFixedString const & arVariableName, bool abNewValue);
ObjectReference::SetAnimationVariableInt
script : void ObjectReference::SetAnimationVariableInt(string arVariableName, int aiNewValue);
engine : void TESObjectREFR::SetAnimationVariableInt(BSFixedString const & arVariableName, int aiNewValue);
ObjectReference::SetAnimationVariableFloat
script : void ObjectReference::SetAnimationVariableFloat(string arVariableName, float afNewValue);
engine : void TESObjectREFR::SetAnimationVariableFloat(BSFixedString const & arVariableName, float afNewValue);
ObjectReference::SetDestroyed
script : void ObjectReference::SetDestroyed(bool abDestroyed);
engine : void TESObjectREFR::SetDestroyed(bool abDestroyed);
ObjectReference::SetScale
script : void ObjectReference::SetScale(float afScale);
engine : bool TESObjectREFR::SetScale(float afScale);
ObjectReference::SetFactionOwner
script : void ObjectReference::SetFactionOwner(Faction akFaction);
engine : void TESObjectREFR::SetFactionOwner(TESFaction * akFaction);
ObjectReference::SetLockLevel
script : void ObjectReference::SetLockLevel(int aiLockLevel);
engine : void TESObjectREFR::SetLockLevel(uint aiLockLevel);
ObjectReference::SetMotionType
script : void ObjectReference::SetMotionType(int aeMotionType, bool abAllowActivate);
engine : bool TESObjectREFR::SetMotionType(uint aeMotionType, bool abAllowActivate);
ObjectReference::SetNoFavorAllowed
script : void ObjectReference::SetNoFavorAllowed(bool abNoFavor);
engine : void TESObjectREFR::SetNoFavorAllowed(bool abNoFavor);
ObjectReference::SetOpen
script : void ObjectReference::SetOpen(bool abOpen);
engine : void TESObjectREFR::SetOpen(bool abOpen);
ObjectReference::SetPosition
script : void ObjectReference::SetPosition(float afX, float afY, float afZ);
engine : bool TESObjectREFR::SetPosition(float afX, float afY, float afZ);
ObjectReference::TranslateTo
script : float ObjectReference::TranslateTo();
engine : void TESObjectREFR::TranslateTo(float|float|float|float|float|float|float|float);
ObjectReference::SplineTranslateTo
script : void ObjectReference::SplineTranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
engine : void TESObjectREFR::SplineTranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
ObjectReference::SplineTranslateToRefNode
script : void ObjectReference::SplineTranslateToRefNode(ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
engine : void TESObjectREFR::SplineTranslateToRefNode(TESObjectREFR * arTarget, BSFixedString const & arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
ObjectReference::StopTranslation
script : void ObjectReference::StopTranslation();
engine : void TESObjectREFR::StopTranslation();
ObjectReference::WaitForAnimationEvent
script : bool ObjectReference::WaitForAnimationEvent(string asEventName);
engine : bool TESObjectREFR::WaitForAnimationEvent(BSFixedString const & asEventName);
Weapon::Fire
script : None Weapon::Fire(ObjectReference akSource, Ammo akAmmo);
engine : void TESObjectWEAP::Fire(TESObjectREFR * akSource, TESAmmo * akAmmo);
Package::GetOwningQuest
script : Quest Package::GetOwningQuest();
engine : TESQuest * TESPackage::GetOwningQuest();
Package::GetTemplate
script : Package Package::GetTemplate();
engine : TESPackage const * TESPackage::GetTemplate();
Quest::CompleteAllObjectives
script : None Quest::CompleteAllObjectives();
engine : void TESQuest::CompleteAllObjectives();
Quest::CompleteQuest
script : None Quest::CompleteQuest();
engine : void TESQuest::CompleteQuest();
Quest::FailAllObjectives
script : None Quest::FailAllObjectives();
engine : void TESQuest::FailAllObjectives();
Quest::GetAlias
script : Alias Quest::GetAlias(int aiAliasID);
engine : BGSBaseAlias * TESQuest::GetAlias(uint aiAliasID);
Quest::GetCurrentStageID
script : int Quest::GetCurrentStageID();
engine : uint TESQuest::GetCurrentStageID();
Quest::IsActive
script : bool Quest::IsActive();
engine : bool TESQuest::IsActive();
Quest::IsCompleted
script : bool Quest::IsCompleted();
engine : bool TESQuest::IsCompleted();
Quest::IsObjectiveCompleted
script : bool Quest::IsObjectiveCompleted(int aiObjective);
engine : bool TESQuest::IsObjectiveCompleted(uint aiObjective);
Quest::IsObjectiveDisplayed
script : bool Quest::IsObjectiveDisplayed(int aiObjective);
engine : bool TESQuest::IsObjectiveDisplayed(uint aiObjective);
Quest::IsObjectiveFailed
script : bool Quest::IsObjectiveFailed(int aiObjective);
engine : bool TESQuest::IsObjectiveFailed(uint aiObjective);
Quest::IsRunning
script : bool Quest::IsRunning();
engine : bool TESQuest::IsRunning();
Quest::IsStageDone
script : bool Quest::IsStageDone(int aiStage);
engine : bool TESQuest::IsStageDone(uint aiStage);
Quest::IsStarting
script : bool Quest::IsStarting();
engine : bool TESQuest::IsStarting();
Quest::IsStopping
script : bool Quest::IsStopping();
engine : bool TESQuest::IsStopping();
Quest::IsStopped
script : bool Quest::IsStopped();
engine : bool TESQuest::IsStopped();
Quest::Reset
script : None Quest::Reset();
engine : void TESQuest::Reset();
Quest::SetActive
script : None Quest::SetActive(bool abActive);
engine : void TESQuest::SetActive(bool abActive);
Quest::SetCurrentStageID
script : bool Quest::SetCurrentStageID(int aiStageID);
engine : bool TESQuest::SetCurrentStageID(uint aiStageID);
Quest::SetObjectiveCompleted
script : None Quest::SetObjectiveCompleted(int aiObjective, bool abCompleted);
engine : void TESQuest::SetObjectiveCompleted(uint aiObjective, bool abCompleted);
Quest::SetObjectiveDisplayed
script : None Quest::SetObjectiveDisplayed(int aiObjective, bool abDisplayed, bool abForce);
engine : void TESQuest::SetObjectiveDisplayed(uint aiObjective, bool abDisplayed, bool abForce);
Quest::SetObjectiveFailed
script : None Quest::SetObjectiveFailed(int aiObjective, bool abFailed);
engine : void TESQuest::SetObjectiveFailed(uint aiObjective, bool abFailed);
Quest::Start
script : bool Quest::Start();
engine : bool TESQuest::Start();
Quest::Stop
script : None Quest::Stop();
engine : void TESQuest::Stop();
Quest::UpdateCurrentInstanceGlobal
script : bool Quest::UpdateCurrentInstanceGlobal(GlobalVariable aUpdateGlobal);
engine : bool TESQuest::UpdateCurrentInstanceGlobal(TESGlobal * aUpdateGlobal);
Sound::Play
script : int Sound::Play(ObjectReference akSource);
engine : uint TESSound::Play(TESObjectREFR * akSource);
Sound::PlayAndWait
script : bool Sound::PlayAndWait(ObjectReference akSource);
engine : bool TESSound::PlayAndWait(TESObjectREFR * akSource);
Sound::StopInstance
script : void Sound::StopInstance(int aiPlaybackInstance);
engine : void BSScript::StaticFunctionTag::StopInstance(uint aiPlaybackInstance);
Sound::SetInstanceVolume
script : void Sound::SetInstanceVolume(int aiPlaybackInstance, float afVolume);
engine : void BSScript::StaticFunctionTag::SetInstanceVolume(uint aiPlaybackInstance, float afVolume);
Topic::Add
script : None Topic::Add();
engine : void TESTopic::Add();
TopicInfo::GetOwningQuest
script : Quest TopicInfo::GetOwningQuest();
engine : TESQuest * TESTopicInfo::GetOwningQuest();
Actor::AddPerk
script : void Actor::AddPerk(Perk akPerk);
engine : void Actor::AddPerk(BGSPerk * akPerk);
Actor::AddShout
script : bool Actor::AddShout(Shout akShout);
engine : bool Actor::AddShout(TESShout * akShout);
Actor::AddSpell
script : bool Actor::AddSpell(Spell akSpell, bool abVerbose);
engine : bool Actor::AddSpell(SpellItem * akSpell, bool abVerbose);
Actor::AllowBleedoutDialogue
script : void Actor::AllowBleedoutDialogue(bool abCanTalk);
engine : void Actor::AllowBleedoutDialogue(bool abCanTalk);
Actor::AllowPCDialogue
script : void Actor::AllowPCDialogue(bool abTalk);
engine : void Actor::AllowPCDialogue(bool abTalk);
Actor::AttachAshPile
script : void Actor::AttachAshPile(Form akAshPileBase);
engine : void Actor::AttachAshPile(TESForm * akAshPileBase);
Actor::ClearArrested
script : void Actor::ClearArrested();
engine : void Actor::ClearArrested();
Actor::ClearExtraArrows
script : void Actor::ClearExtraArrows();
engine : void Actor::ClearExtraArrows();
Actor::ClearKeepOffsetFromActor
script : void Actor::ClearKeepOffsetFromActor();
engine : void Actor::ClearKeepOffsetFromActor();
Actor::ClearLookAt
script : void Actor::ClearLookAt();
engine : void Actor::ClearLookAt();
Actor::DamageActorValue
script : void Actor::DamageActorValue(string asValueName, float afDamage);
engine : void Actor::DamageActorValue(BSFixedString const & asValueName, float afDamage);
Actor::DispelAllSpells
script : void Actor::DispelAllSpells();
engine : void Actor::DispelAllSpells();
Actor::DispelSpell
script : bool Actor::DispelSpell(Spell akSpell);
engine : bool Actor::DispelSpell(SpellItem * akSpell);
Actor::DoCombatSpellApply
script : void Actor::DoCombatSpellApply(Spell akSpell, ObjectReference akTarget);
engine : void Actor::DoCombatSpellApply(SpellItem & akSpell, TESObjectREFR * akTarget);
Actor::EnableAI
script : void Actor::EnableAI(bool abEnable);
engine : void Actor::EnableAI(bool abEnable);
Actor::EquipItem
script : void Actor::EquipItem(Form akItem, bool abPreventRemoval, bool abSilent);
engine : void Actor::EquipItem(TESForm * akItem, bool abPreventRemoval, bool abSilent);
Actor::EquipShout
script : void Actor::EquipShout(Shout akShout);
engine : void Actor::EquipShout(TESShout * akShout);
Actor::EquipSpell
script : void Actor::EquipSpell(Spell akSpell, int aiSource);
engine : void Actor::EquipSpell(SpellItem * akSpell, uint aiSource);
Actor::EvaluatePackage
script : void Actor::EvaluatePackage();
engine : void Actor::EvaluatePackage();
Actor::ForceActorValue
script : void Actor::ForceActorValue(string asValueName, float afNewValue);
engine : void Actor::ForceActorValue(BSFixedString const & asValueName, float afNewValue);
Actor::GetActorValue
script : float Actor::GetActorValue(string asValueName);
engine : float Actor::GetActorValue(BSFixedString const & asValueName);
Actor::GetActorValuePercentage
script : float Actor::GetActorValuePercentage(string asValueName);
engine : float Actor::GetActorValuePercentage(BSFixedString const & asValueName);
Actor::GetBaseActorValue
script : float Actor::GetBaseActorValue(string asValueName);
engine : float Actor::GetBaseActorValue(BSFixedString const & asValueName);
Actor::GetBribeAmount
script : int Actor::GetBribeAmount();
engine : uint Actor::GetBribeAmount();
Actor::GetCrimeFaction
script : Faction Actor::GetCrimeFaction();
engine : TESFaction * Actor::GetCrimeFaction();
Actor::GetCombatState
script : int Actor::GetCombatState();
engine : uint Actor::GetCombatState();
Actor::GetCombatTarget
script : Actor Actor::GetCombatTarget();
engine : Actor * Actor::GetCombatTarget();
Actor::GetCurrentPackage
script : Package Actor::GetCurrentPackage();
engine : TESPackage * Actor::GetCurrentPackage();
Actor::GetDialogueTarget
script : Actor Actor::GetDialogueTarget();
engine : Actor * Actor::GetDialogueTarget();
Actor::GetEquippedShout
script : Shout Actor::GetEquippedShout();
engine : TESShout * Actor::GetEquippedShout();
Actor::GetEquippedSpell
script : Spell Actor::GetEquippedSpell(int aiSource);
engine : SpellItem * Actor::GetEquippedSpell(uint aiSource);
Actor::GetEquippedWeapon
script : Weapon Actor::GetEquippedWeapon(bool abLeftHand);
engine : TESObjectWEAP * Actor::GetEquippedWeapon(bool abLeftHand);
Actor::GetEquippedShield
script : Armor Actor::GetEquippedShield();
engine : TESObjectARMO * Actor::GetEquippedShield();
Actor::GetEquippedItemType
script : int Actor::GetEquippedItemType(int aiHand);
engine : int Actor::GetEquippedItemType(uint aiHand);
Actor::GetFactionRank
script : int Actor::GetFactionRank(Faction akFaction);
engine : int Actor::GetFactionRank(TESFaction * akFaction);
Actor::GetFactionReaction
script : int Actor::GetFactionReaction(Actor akOther);
engine : uint Actor::GetFactionReaction(Actor * akOther);
Actor::GetFlyingState
script : int Actor::GetFlyingState();
engine : uint Actor::GetFlyingState();
Actor::GetGoldAmount
script : int Actor::GetGoldAmount();
engine : int Actor::GetGoldAmount();
Actor::GetHighestRelationshipRank
script : int Actor::GetHighestRelationshipRank();
engine : int Actor::GetHighestRelationshipRank();
Actor::GetKiller
script : Actor Actor::GetKiller();
engine : Actor * Actor::GetKiller();
Actor::GetForcedLandingMarker
script : ObjectReference Actor::GetForcedLandingMarker();
engine : TESObjectREFR * Actor::GetForcedLandingMarker();
Actor::GetLevel
script : int Actor::GetLevel();
engine : uint Actor::GetLevel();
Actor::GetLeveledActorBase
script : actorbase Actor::GetLeveledActorBase();
engine : TESNPC * Actor::GetLeveledActorBase();
Actor::GetLightLevel
script : float Actor::GetLightLevel();
engine : float Actor::GetLightLevel();
Actor::GetLowestRelationshipRank
script : int Actor::GetLowestRelationshipRank();
engine : int Actor::GetLowestRelationshipRank();
Actor::GetNoBleedoutRecovery
script : bool Actor::GetNoBleedoutRecovery();
engine : bool Actor::GetNoBleedoutRecovery();
Actor::GetPlayerControls
script : bool Actor::GetPlayerControls();
engine : bool Actor::GetPlayerControls();
Actor::GetRace
script : Race Actor::GetRace();
engine : TESRace * Actor::GetRace();
Actor::GetRelationshipRank
script : int Actor::GetRelationshipRank(Actor akOther);
engine : int Actor::GetRelationshipRank(Actor * akOther);
Actor::GetSitState
script : int Actor::GetSitState();
engine : uint Actor::GetSitState();
Actor::GetSleepState
script : int Actor::GetSleepState();
engine : uint Actor::GetSleepState();
Actor::GetVoiceRecoveryTime
script : float Actor::GetVoiceRecoveryTime();
engine : float Actor::GetVoiceRecoveryTime();
Actor::HasAssociation
script : bool Actor::HasAssociation(AssociationType akAssociation, Actor akOther);
engine : bool Actor::HasAssociation(BGSAssociationType * akAssociation, Actor * akOther);
Actor::HasFamilyRelationship
script : bool Actor::HasFamilyRelationship(Actor akOther);
engine : bool Actor::HasFamilyRelationship(Actor * akOther);
Actor::HasLOS
script : bool Actor::HasLOS(ObjectReference akOther);
engine : bool Actor::HasLOS(TESObjectREFR * akOther);
Actor::HasMagicEffect
script : bool Actor::HasMagicEffect(MagicEffect akEffect);
engine : bool Actor::HasMagicEffect(EffectSetting * akEffect);
Actor::HasMagicEffectWithKeyword
script : bool Actor::HasMagicEffectWithKeyword(Keyword akKeyword);
engine : bool Actor::HasMagicEffectWithKeyword(BGSKeyword * akKeyword);
Actor::HasParentRelationship
script : bool Actor::HasParentRelationship(Actor akOther);
engine : bool Actor::HasParentRelationship(Actor * akOther);
Actor::HasPerk
script : bool Actor::HasPerk(Perk akPerk);
engine : bool Actor::HasPerk(BGSPerk * akPerk);
Actor::HasSpell
script : bool Actor::HasSpell(Form akForm);
engine : bool Actor::HasSpell(TESForm * akForm);
Actor::IsAlarmed
script : bool Actor::IsAlarmed();
engine : bool Actor::IsAlarmed();
Actor::IsAlerted
script : bool Actor::IsAlerted();
engine : bool Actor::IsAlerted();
Actor::IsAllowedToFly
script : bool Actor::IsAllowedToFly();
engine : bool Actor::IsAllowedToFly();
Actor::IsArrested
script : bool Actor::IsArrested();
engine : bool Actor::IsArrested();
Actor::IsArrestingTarget
script : bool Actor::IsArrestingTarget();
engine : bool Actor::IsArrestingTarget();
Actor::IsBleedingOut
script : bool Actor::IsBleedingOut();
engine : bool Actor::IsBleedingOut();
Actor::IsBribed
script : bool Actor::IsBribed();
engine : bool Actor::IsBribed();
Actor::IsChild
script : bool Actor::IsChild();
engine : bool Actor::IsChild();
Actor::IsCommandedActor
script : bool Actor::IsCommandedActor();
engine : bool Actor::IsCommandedActor();
Actor::IsDead
script : bool Actor::IsDead();
engine : bool Actor::IsDead();
Actor::IsDetectedBy
script : bool Actor::IsDetectedBy(Actor akOther);
engine : bool Actor::IsDetectedBy(Actor * akOther);
Actor::IsDoingFavor
script : bool Actor::IsDoingFavor();
engine : bool Actor::IsDoingFavor();
Actor::IsEquipped
script : bool Actor::IsEquipped(Form akItem);
engine : bool Actor::IsEquipped(TESForm * akItem);
Actor::IsEssential
script : bool Actor::IsEssential();
engine : bool Actor::IsEssential();
Actor::IsFlying
script : bool Actor::IsFlying();
engine : bool Actor::IsFlying();
Actor::IsGhost
script : bool Actor::IsGhost();
engine : bool Actor::IsGhost();
Actor::IsGuard
script : bool Actor::IsGuard();
engine : bool Actor::IsGuard();
Actor::IsHostileToActor
script : bool Actor::IsHostileToActor(Actor akActor);
engine : bool Actor::IsHostileToActor(Actor * akActor);
Actor::IsInCombat
script : bool Actor::IsInCombat();
engine : bool Actor::IsInCombat();
Actor::IsInFaction
script : bool Actor::IsInFaction(Faction akFaction);
engine : bool Actor::IsInFaction(TESFaction * akFaction);
Actor::IsInKillMove
script : bool Actor::IsInKillMove();
engine : bool Actor::IsInKillMove();
Actor::IsIntimidated
script : bool Actor::IsIntimidated();
engine : bool Actor::IsIntimidated();
Actor::IsPlayersLastRiddenHorse
script : bool Actor::IsPlayersLastRiddenHorse();
engine : bool Actor::IsPlayersLastRiddenHorse();
Actor::IsPlayerTeammate
script : bool Actor::IsPlayerTeammate();
engine : bool Actor::IsPlayerTeammate();
Actor::IsRunning
script : bool Actor::IsRunning();
engine : bool Actor::IsRunning();
Actor::IsSneaking
script : bool Actor::IsSneaking();
engine : bool Actor::IsSneaking();
Actor::IsSprinting
script : bool Actor::IsSprinting();
engine : bool Actor::IsSprinting();
Actor::IsTrespassing
script : bool Actor::IsTrespassing();
engine : bool Actor::IsTrespassing();
Actor::IsUnconscious
script : bool Actor::IsUnconscious();
engine : bool Actor::IsUnconscious();
Actor::IsWeaponDrawn
script : bool Actor::IsWeaponDrawn();
engine : bool Actor::IsWeaponDrawn();
Actor::KeepOffsetFromActor
script : void Actor::KeepOffsetFromActor(Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius);
engine : void Actor::KeepOffsetFromActor(Actor * arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius);
Actor::KillSilent
script : void Actor::KillSilent(Actor akKiller);
engine : void Actor::KillSilent(Actor * akKiller);
Actor::Kill
script : void Actor::Kill(Actor akKiller);
engine : void Actor::Kill(Actor * akKiller);
Actor::ModActorValue
script : void Actor::ModActorValue(string asValueName, float afAmount);
engine : void Actor::ModActorValue(BSFixedString const & asValueName, float afAmount);
Actor::ModFactionRank
script : void Actor::ModFactionRank(Faction akFaction, int aiMod);
engine : void Actor::ModFactionRank(TESFaction * akFaction, int aiMod);
Actor::MoveToPackageLocation
script : void Actor::MoveToPackageLocation();
engine : bool Actor::MoveToPackageLocation();
Actor::OpenInventory
script : void Actor::OpenInventory(bool abForceOpen);
engine : void Actor::OpenInventory(bool abForceOpen);
Actor::PathToReference
script : bool Actor::PathToReference(ObjectReference aTarget, float afWalkRunPercent);
engine : bool Actor::PathToReference(TESObjectREFR * aTarget, float afWalkRunPercent);
Actor::PlayIdle
script : bool Actor::PlayIdle(Idle akIdle);
engine : bool Actor::PlayIdle(TESIdleForm * akIdle);
Actor::PlayIdleWithTarget
script : bool Actor::PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget);
engine : bool Actor::PlayIdleWithTarget(TESIdleForm * akIdle, TESObjectREFR * akTarget);
Actor::PlaySubGraphAnimation
script : void Actor::PlaySubGraphAnimation(string asEventName);
engine : void Actor::PlaySubGraphAnimation(BSFixedString const & asEventName);
Actor::RemoveFromFaction
script : void Actor::RemoveFromFaction(Faction akFaction);
engine : void Actor::RemoveFromFaction(TESFaction * akFaction);
Actor::RemoveFromAllFactions
script : void Actor::RemoveFromAllFactions();
engine : void Actor::RemoveFromAllFactions();
Actor::RemovePerk
script : void Actor::RemovePerk(Perk akPerk);
engine : void Actor::RemovePerk(BGSPerk * akPerk);
Actor::RemoveShout
script : bool Actor::RemoveShout(Shout akShout);
engine : bool Actor::RemoveShout(TESShout * akShout);
Actor::RemoveSpell
script : bool Actor::RemoveSpell(Spell akSpell);
engine : bool Actor::RemoveSpell(SpellItem * akSpell);
Actor::ResetHealthAndLimbs
script : void Actor::ResetHealthAndLimbs();
engine : void Actor::ResetHealthAndLimbs();
Actor::Resurrect
script : void Actor::Resurrect();
engine : bool Actor::Resurrect();
Actor::RestoreActorValue
script : void Actor::RestoreActorValue(string asValueName, float afAmount);
engine : void Actor::RestoreActorValue(BSFixedString const & asValueName, float afAmount);
Actor::SendAssaultAlarm
script : void Actor::SendAssaultAlarm();
engine : void Actor::SendAssaultAlarm();
Actor::SendTrespassAlarm
script : void Actor::SendTrespassAlarm(Actor akCriminal);
engine : void Actor::SendTrespassAlarm(Actor * akCriminal);
Actor::SetActorValue
script : void Actor::SetActorValue(string asValueName, float afValue);
engine : void Actor::SetActorValue(BSFixedString const & asValueName, float afValue);
Actor::SetAlert
script : void Actor::SetAlert(bool abAlerted);
engine : void Actor::SetAlert(bool abAlerted);
Actor::SetAllowFlying
script : void Actor::SetAllowFlying(bool abAllowed);
engine : void Actor::SetAllowFlying(bool abAllowed);
Actor::SetAlpha
script : void Actor::SetAlpha(float afTargetAlpha, bool abFade);
engine : void Actor::SetAlpha(float afTargetAlpha, bool abFade);
Actor::SetAttackActorOnSight
script : void Actor::SetAttackActorOnSight(bool abAttackOnSight);
engine : void Actor::SetAttackActorOnSight(bool abAttackOnSight);
Actor::SetBribed
script : void Actor::SetBribed(bool abBribe);
engine : void Actor::SetBribed(bool abBribe);
Actor::SetCrimeFaction
script : void Actor::SetCrimeFaction(Faction akFaction);
engine : void Actor::SetCrimeFaction(TESFaction * akFaction);
Actor::SetCriticalStage
script : void Actor::SetCriticalStage(int aiStage);
engine : void Actor::SetCriticalStage(uint aiStage);
Actor::SetDoingFavor
script : void Actor::SetDoingFavor(bool abDoingFavor);
engine : void Actor::SetDoingFavor(bool abDoingFavor);
Actor::SetFactionRank
script : void Actor::SetFactionRank(Faction akFaction, int aiRank);
engine : void Actor::SetFactionRank(TESFaction * akFaction, int aiRank);
Actor::SetGhost
script : void Actor::SetGhost(bool abIsGhost);
engine : void Actor::SetGhost(bool abIsGhost);
Actor::SetHeadTracking
script : void Actor::SetHeadTracking(bool abEnable);
engine : void Actor::SetHeadTracking(bool abEnable);
Actor::SetForcedLandingMarker
script : void Actor::SetForcedLandingMarker(ObjectReference aMarker);
engine : void Actor::SetForcedLandingMarker(TESObjectREFR * aMarker);
Actor::SetIntimidated
script : void Actor::SetIntimidated(bool abIntimidate);
engine : void Actor::SetIntimidated(bool abIntimidate);
Actor::SetLookAt
script : void Actor::SetLookAt(ObjectReference akTarget, bool abPathingLookAt);
engine : void Actor::SetLookAt(TESObjectREFR * akTarget, bool abPathingLookAt);
Actor::SetNoBleedoutRecovery
script : void Actor::SetNoBleedoutRecovery(bool abAllowed);
engine : void Actor::SetNoBleedoutRecovery(bool abAllowed);
Actor::SetNotShowOnStealthMeter
script : void Actor::SetNotShowOnStealthMeter(bool abNotShow);
engine : void Actor::SetNotShowOnStealthMeter(bool abNotShow);
Actor::SetOutfit
script : void Actor::SetOutfit(Outfit akOutfit, bool abSleepOutfit);
engine : void Actor::SetOutfit(BGSOutfit * akOutfit, bool abSleepOutfit);
Actor::SetPlayerControls
script : void Actor::SetPlayerControls(bool abControls);
engine : void Actor::SetPlayerControls(bool abControls);
Actor::SetPlayerResistingArrest
script : void Actor::SetPlayerResistingArrest();
engine : void Actor::SetPlayerResistingArrest();
Actor::SetPlayerTeammate
script : void Actor::SetPlayerTeammate(bool abTeammate, bool abCanDoFavor);
engine : void Actor::SetPlayerTeammate(bool abTeammate, bool abCanDoFavor);
Actor::SetRace
script : void Actor::SetRace(Race akRace);
engine : void Actor::SetRace(TESRace * akRace);
Actor::SetRelationshipRank
script : void Actor::SetRelationshipRank(Actor akOther, int aiRank);
engine : void Actor::SetRelationshipRank(Actor * akOther, int aiRank);
Actor::SetRestrained
script : void Actor::SetRestrained(bool abRestrained);
engine : void Actor::SetRestrained(bool abRestrained);
Actor::SetUnconscious
script : void Actor::SetUnconscious(bool abUnconscious);
engine : void Actor::SetUnconscious(bool abUnconscious);
Actor::SetVehicle
script : void Actor::SetVehicle(ObjectReference akVehicle);
engine : void Actor::SetVehicle(TESObjectREFR * akVehicle);
Actor::SetVoiceRecoveryTime
script : void Actor::SetVoiceRecoveryTime(float afTime);
engine : void Actor::SetVoiceRecoveryTime(float afTime);
Actor::ShowBarterMenu
script : void Actor::ShowBarterMenu();
engine : void Actor::ShowBarterMenu();
Actor::ShowGiftMenu
script : int Actor::ShowGiftMenu(bool abGivingGift, FormList apFilterList, bool abShowStolenItems, bool abUseFavorPoints);
engine : bool Actor::ShowGiftMenu(bool abGivingGift, BGSListForm * apFilterList, bool abShowStolenItems, bool abUseFavorPoints);
Actor::StartCannibal
script : void Actor::StartCannibal(Actor akTarget);
engine : void Actor::StartCannibal(Actor * akTarget);
Actor::StartCombat
script : void Actor::StartCombat(Actor akTarget);
engine : void Actor::StartCombat(Actor * akTarget);
Actor::StartVampireFeed
script : void Actor::StartVampireFeed(Actor akTarget);
engine : void Actor::StartVampireFeed(Actor * akTarget);
Actor::StopCombat
script : void Actor::StopCombat();
engine : void Actor::StopCombat();
Actor::StopCombatAlarm
script : int Actor::StopCombatAlarm();
engine : void Actor::StopCombatAlarm();
Actor::TrapSoul
script : bool Actor::TrapSoul(Actor akTarget);
engine : bool Actor::TrapSoul(Actor * akTarget);
Actor::UnequipAll
script : void Actor::UnequipAll();
engine : void Actor::UnequipAll();
Actor::UnequipItem
script : void Actor::UnequipItem(Form akItem, bool abPreventEquip, bool abSilent);
engine : void Actor::UnequipItem(TESForm * akItem, bool abPreventEquip, bool abSilent);
Actor::UnequipShout
script : void Actor::UnequipShout(Shout akShout);
engine : void Actor::UnequipShout(TESShout * akShout);
Actor::UnequipSpell
script : void Actor::UnequipSpell(Spell akSpell, int aiSource);
engine : void Actor::UnequipSpell(SpellItem * akSpell, uint aiSource);
Actor::UnlockOwnedDoorsInCell
script : unused;
engine : void Actor::UnlockOwnedDoorsInCell();
Actor::WillIntimidateSucceed
script : bool Actor::WillIntimidateSucceed();
engine : bool Actor::WillIntimidateSucceed();
Actor::WornHasKeyword
script : bool Actor::WornHasKeyword(Keyword akKeyword);
engine : bool Actor::WornHasKeyword(BGSKeyword * akKeyword);
Alias::GetOwningQuest
script : Quest Alias::GetOwningQuest();
engine : TESQuest * BGSBaseAlias::GetOwningQuest();
Alias::RegisterForAnimationEvent
script : bool Alias::RegisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : bool BGSBaseAlias::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);
Alias::RegisterForLOS
script : None Alias::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);
Alias::RegisterForSingleLOSGain
script : None Alias::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);
Alias::RegisterForSingleLOSLost
script : None Alias::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);
Alias::RegisterForSingleUpdate
script : None Alias::RegisterForSingleUpdate(float afInterval);
engine : void BGSBaseAlias::RegisterForSingleUpdate(float afInterval);
Alias::RegisterForSingleUpdateGameTime
script : None Alias::RegisterForSingleUpdateGameTime(float afInterval);
engine : void BGSBaseAlias::RegisterForSingleUpdateGameTime(float afInterval);
Alias::RegisterForSleep
script : None Alias::RegisterForSleep();
engine : void BGSBaseAlias::RegisterForSleep();
Alias::RegisterForTrackedStatsEvent
script : None Alias::RegisterForTrackedStatsEvent();
engine : void BGSBaseAlias::RegisterForTrackedStatsEvent();
Alias::RegisterForUpdate
script : None Alias::RegisterForUpdate(float afInterval);
engine : void BGSBaseAlias::RegisterForUpdate(float afInterval);
Alias::RegisterForUpdateGameTime
script : None Alias::RegisterForUpdateGameTime(float afInterval);
engine : void BGSBaseAlias::RegisterForUpdateGameTime(float afInterval);
Alias::StartObjectProfiling
script : None Alias::StartObjectProfiling();
engine : void BGSBaseAlias::StartObjectProfiling();
Alias::StopObjectProfiling
script : None Alias::StopObjectProfiling();
engine : void BGSBaseAlias::StopObjectProfiling();
Alias::UnregisterForAnimationEvent
script : None Alias::UnregisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : void BGSBaseAlias::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);
Alias::UnregisterForLOS
script : None Alias::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);
Alias::UnregisterForSleep
script : None Alias::UnregisterForSleep();
engine : void BGSBaseAlias::UnregisterForSleep();
Alias::UnregisterForTrackedStatsEvent
script : None Alias::UnregisterForTrackedStatsEvent();
engine : void BGSBaseAlias::UnregisterForTrackedStatsEvent();
Alias::UnregisterForUpdate
script : None Alias::UnregisterForUpdate();
engine : void BGSBaseAlias::UnregisterForUpdate();
Alias::UnregisterForUpdateGameTime
script : None Alias::UnregisterForUpdateGameTime();
engine : void BGSBaseAlias::UnregisterForUpdateGameTime();
ReferenceAlias::AddInventoryEventFilter
script : void ReferenceAlias::AddInventoryEventFilter(Form akFilter);
engine : void BGSRefAlias::AddInventoryEventFilter(TESForm * akFilter);
ReferenceAlias::Clear
script : void ReferenceAlias::Clear();
engine : void BGSRefAlias::Clear();
ReferenceAlias::GetReference
script : ObjectReference ReferenceAlias::GetReference();
engine : TESObjectREFR * BGSRefAlias::GetReference();
ReferenceAlias::ForceRefTo
script : void ReferenceAlias::ForceRefTo(ObjectReference akNewRef);
engine : void BGSRefAlias::ForceRefTo(TESObjectREFR * akNewRef);
ReferenceAlias::RemoveAllInventoryEventFilters
script : void ReferenceAlias::RemoveAllInventoryEventFilters();
engine : void BGSRefAlias::RemoveAllInventoryEventFilters();
ReferenceAlias::RemoveInventoryEventFilter
script : void ReferenceAlias::RemoveInventoryEventFilter(Form akFilter);
engine : void BGSRefAlias::RemoveInventoryEventFilter(TESForm * akFilter);
LocationAlias::Clear
script : void LocationAlias::Clear();
engine : void BGSLocAlias::Clear();
LocationAlias::GetLocation
script : Location LocationAlias::GetLocation();
engine : BGSLocation * BGSLocAlias::GetLocation();
LocationAlias::ForceLocationTo
script : void LocationAlias::ForceLocationTo(Location akNewLocation);
engine : void BGSLocAlias::ForceLocationTo(BGSLocation * akNewLocation);
FormList::AddForm
script : void FormList::AddForm(Form apForm);
engine : void BGSListForm::AddForm(TESForm * apForm);
FormList::RemoveAddedForm
script : void FormList::RemoveAddedForm(Form apForm);
engine : void BGSListForm::RemoveAddedForm(TESForm * apForm);
FormList::GetAt
script : Form FormList::GetAt(int aiIndex);
engine : TESForm * BGSListForm::GetAt(uint aiIndex);
FormList::GetSize
script : int FormList::GetSize();
engine : uint BGSListForm::GetSize();
FormList::HasForm
script : bool FormList::HasForm(Form akForm);
engine : bool BGSListForm::HasForm(TESForm * akForm);
FormList::Revert
script : void FormList::Revert();
engine : void BGSListForm::Revert();
Spell::Cast
script : None Spell::Cast(ObjectReference akSource, ObjectReference akTarget);
engine : bool SpellItem::Cast(TESObjectREFR * akSource, TESObjectREFR * akTarget);
Spell::RemoteCast
script : None Spell::RemoteCast(ObjectReference akSource, Actor akBlameActor, ObjectReference akTarget);
engine : bool SpellItem::RemoteCast(TESObjectREFR * akSource, Actor * akBlameActor, TESObjectREFR * akTarget);
Spell::IsHostile
script : bool Spell::IsHostile();
engine : bool SpellItem::IsHostile();
Scroll::Cast
script : None Scroll::Cast(ObjectReference akSource, ObjectReference akTarget);
engine : bool ScrollItem::Cast(TESObjectREFR * akSource, TESObjectREFR * akTarget);
ActiveMagicEffect::AddInventoryEventFilter
script : void ActiveMagicEffect::AddInventoryEventFilter(Form akFilter);
engine : void ActiveEffect::AddInventoryEventFilter(TESForm * akFilter);
ActiveMagicEffect::Dispel
script : void ActiveMagicEffect::Dispel();
engine : void ActiveEffect::Dispel();
ActiveMagicEffect::GetBaseObject
script : MagicEffect ActiveMagicEffect::GetBaseObject();
engine : EffectSetting * ActiveEffect::GetBaseObject();
ActiveMagicEffect::GetCasterActor
script : Actor ActiveMagicEffect::GetCasterActor();
engine : Actor * ActiveEffect::GetCasterActor();
ActiveMagicEffect::GetTargetActor
script : Actor ActiveMagicEffect::GetTargetActor();
engine : Actor * ActiveEffect::GetTargetActor();
ActiveMagicEffect::RegisterForAnimationEvent
script : bool ActiveMagicEffect::RegisterForAnimationEvent(ObjectReference akSender, string asEventName);
engine : bool ActiveEffect::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);
ActiveMagicEffect::RegisterForLOS
script : void ActiveMagicEffect::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);
ActiveMagicEffect::RegisterForSingleLOSGain
script : void ActiveMagicEffect::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);
ActiveMagicEffect::RegisterForSingleLOSLost
script : void ActiveMagicEffect::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);
ActiveMagicEffect::RegisterForSingleUpdate
script : void ActiveMagicEffect::RegisterForSingleUpdate(float afInterval);
engine : void ActiveEffect::RegisterForSingleUpdate(float afInterval);
ActiveMagicEffect::RegisterForSingleUpdateGameTime
script : void ActiveMagicEffect::RegisterForSingleUpdateGameTime(float afInterval);
engine : void ActiveEffect::RegisterForSingleUpdateGameTime(float afInterval);
ActiveMagicEffect::RegisterForSleep
script : void ActiveMagicEffect::RegisterForSleep();
engine : void ActiveEffect::RegisterForSleep();
ActiveMagicEffect::RegisterForTrackedStatsEvent
script : void ActiveMagicEffect::RegisterForTrackedStatsEvent();
engine : void ActiveEffect::RegisterForTrackedStatsEvent();
ActiveMagicEffect::RegisterForUpdate
script : void ActiveMagicEffect::RegisterForUpdate(float afInterval);
engine : void ActiveEffect::RegisterForUpdate(float afInterval);
ActiveMagicEffect::RegisterForUpdateGameTime
script : void ActiveMagicEffect::RegisterForUpdateGameTime(float afInterval);
engine : void ActiveEffect::RegisterForUpdateGameTime(float afInterval);
ActiveMagicEffect::RemoveAllInventoryEventFilters
script : void ActiveMagicEffect::RemoveAllInventoryEventFilters();
engine : void ActiveEffect::RemoveAllInventoryEventFilters();
ActiveMagicEffect::RemoveInventoryEventFilter
script : void ActiveMagicEffect::RemoveInventoryEventFilter(Form akFilter);
engine : void ActiveEffect::RemoveInventoryEventFilter(TESForm * akFilter);
ActiveMagicEffect::StartObjectProfiling
script : void ActiveMagicEffect::StartObjectProfiling();
engine : void ActiveEffect::StartObjectProfiling();
ActiveMagicEffect::StopObjectProfiling
script : void ActiveMagicEffect::StopObjectProfiling();
engine : void ActiveEffect::StopObjectProfiling();
ActiveMagicEffect::UnregisterForAnimationEvent
script : void ActiveMagicEffect::UnregisterForAnimationEvent(ObjectReference akSender, string asEventName);
engine : void ActiveEffect::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);
ActiveMagicEffect::UnregisterForLOS
script : void ActiveMagicEffect::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);
ActiveMagicEffect::UnregisterForSleep
script : void ActiveMagicEffect::UnregisterForSleep();
engine : void ActiveEffect::UnregisterForSleep();
ActiveMagicEffect::UnregisterForTrackedStatsEvent
script : void ActiveMagicEffect::UnregisterForTrackedStatsEvent();
engine : void ActiveEffect::UnregisterForTrackedStatsEvent();
ActiveMagicEffect::UnregisterForUpdate
script : void ActiveMagicEffect::UnregisterForUpdate();
engine : void ActiveEffect::UnregisterForUpdate();
ActiveMagicEffect::UnregisterForUpdateGameTime
script : void ActiveMagicEffect::UnregisterForUpdateGameTime();
engine : void ActiveEffect::UnregisterForUpdateGameTime();
Weather::ReleaseOverride
script : void Weather::ReleaseOverride();
engine : void BSScript::StaticFunctionTag::ReleaseOverride();
Weather::GetCurrentWeather
script : Weather Weather::GetCurrentWeather();
engine : TESWeather * BSScript::StaticFunctionTag::GetCurrentWeather();
Weather::GetOutgoingWeather
script : Weather Weather::GetOutgoingWeather();
engine : TESWeather * BSScript::StaticFunctionTag::GetOutgoingWeather();
Weather::GetCurrentWeatherTransition
script : float Weather::GetCurrentWeatherTransition();
engine : float BSScript::StaticFunctionTag::GetCurrentWeatherTransition();
Weather::GetSkyMode
script : int Weather::GetSkyMode();
engine : uint BSScript::StaticFunctionTag::GetSkyMode();
Weather::FindWeather
script : Weather Weather::FindWeather(int auiType);
engine : TESWeather * BSScript::StaticFunctionTag::FindWeather(uint auiType);
Weather::ForceActive
script : void Weather::ForceActive(bool abOverride);
engine : void TESWeather::ForceActive(bool abOverride);
Weather::SetActive
script : void Weather::SetActive(bool abOverride, bool abAccelerate);
engine : void TESWeather::SetActive(bool abOverride, bool abAccelerate);
Weather::GetClassification
script : int Weather::GetClassification();
engine : int TESWeather::GetClassification();
Ingredient::IsHostile
script : bool Ingredient::IsHostile();
engine : bool IngredientItem::IsHostile();
Ingredient::LearnEffect
script : void Ingredient::LearnEffect(int aiIndex);
engine : void IngredientItem::LearnEffect(uint aiIndex);
Ingredient::LearnNextEffect
script : int Ingredient::LearnNextEffect();
engine : uint IngredientItem::LearnNextEffect();
Ingredient::LearnAllEffects
script : void Ingredient::LearnAllEffects();
engine : void IngredientItem::LearnAllEffects();
Potion::IsHostile
script : bool Potion::IsHostile();
engine : bool AlchemyItem::IsHostile();
Enchantment::IsHostile
script : bool Enchantment::IsHostile();
engine : bool EnchantmentItem::IsHostile();