Rules API for ShootMania gamemodes.
Inherits from Game::CGamePlaygroundScript → MwFoundations::CMwNod
Inherits from Game::CGamePlaygroundScript → MwFoundations::CMwNod
Rules API for ShootMania gamemodes.
float Mood_GetTimeOfDay()
void Mood_SetTimeOfDay(float Time01)
uint Mood_GetDayDuration()
bool Mood_IsNight()
CSmScriptPlayer@ GetPlayerFromUI(CGamePlaygroundUIConfig@ UI)
CSmScriptPlayer@ GetPlayerFromLogin(string Login)
void Save_Request(wstring FileName)
void Load_Request(wstring FileName)
void SetClubLogoUrl(string ClubLogoUrl)
void SetDecoImageUrl_DecalSponsor4x1(string ImageUrl)
void SetDecoImageUrl_Screen2x1(string ImageUrl)
void SetDecoImageUrl_Screen16x9(string ImageUrl)
void SetDecoImageUrl_Screen8x1(string ImageUrl)
void SetDecoImageUrl_Screen16x1(string ImageUrl)
void PassOn(CSmArenaRulesEvent@ Event)
void Discard(CSmArenaRulesEvent@ Event)
void SpawnPlayer(CSmScriptPlayer@ Player, int ClanNum, int Armor, CGameScriptMapSpawn@ PlayerSpawn, int ActivationDate)
void SpawnPlayer_InTurret(CSmScriptPlayer@ Player, int ClanNum, CGameScriptTurret@ Turret, int ActivationDate)
void SpawnPlayer_InVehicle(CSmScriptPlayer@ Player, int ClanNum, CGameScriptVehicle@ Vehicle, int ActivationDate)
void SpawnPlayer_InVehicle2(CSmScriptPlayer@ Player, int ClanNum, CGameScriptVehicle@ Vehicle, int SlotIndex, int ActivationDate)
void SpawnBotPlayer_AtPlayerSpawn(CSmScriptPlayer@ Player, int ClanNum, int Armor, CGameScriptMapSpawn@ PlayerSpawn, int ActivationDate)
void SpawnBotPlayer_AtBotPath(CSmScriptPlayer@ Player, int ClanNum, int Armor, CGameScriptMapBotPath@ BotPath, int ActivationDate)
void SpawnBotPlayer_AtBotSpawn(CSmScriptPlayer@ Player, int ClanNum, int Armor, CGameScriptMapBotSpawn@ BotSpawn, int ActivationDate)
void SpawnBotPlayer_FromOwner(CSmScriptPlayer@ Player, CSmScriptPlayer@ Owner, int Armor, vec3 Offset, int ActivationDate)
void UnspawnPlayer(CSmScriptPlayer@ Player)
void Scores_SetSortCriteria(CSmArenaRulesMode::ESmScoreSortOrder Criteria)
void Scores_ComputeLadderRank(CSmArenaRulesMode::ESmScoreSortOrder Criteria)
void Scores_ClearAll()
void Score_ClearPrevRace(CSmArenaScore@ Score)
void Score_ClearPrevLap(CSmArenaScore@ Score)
void Score_Clear(CSmArenaScore@ Score)
void ClearScores()
void SetPlayerClan(CSmScriptPlayer@ Player, int ClanNum)
void SetPlayerWeapon(CSmScriptPlayer@ Player, CSmArenaRulesMode::EWeapon DefaultWeapon, bool AutoSwitchWeapon)
void SetPlayerWeaponAvailable(CSmScriptPlayer@ Player, CSmArenaRulesMode::EWeapon Weapon, bool Available)
void SetPlayerAllWeaponAvailable(CSmScriptPlayer@ Player, bool Available)
void SetPlayerReloadAllWeapons(CSmScriptPlayer@ Player, bool ReloadAllWeapons)
void SetPlayerAmmo(CSmScriptPlayer@ Player, CSmArenaRulesMode::EWeapon Weapon, int Count)
int GetPlayerAmmo(CSmScriptPlayer@ Player, CSmArenaRulesMode::EWeapon Weapon)
void AddPlayerAmmo(CSmScriptPlayer@ Player, CSmArenaRulesMode::EWeapon Weapon, float DeltaCount)
void SetPlayerAmmoMax(CSmScriptPlayer@ Player, CSmArenaRulesMode::EWeapon Weapon, int Count)
int GetPlayerAmmoMax(CSmScriptPlayer@ Player, CSmArenaRulesMode::EWeapon Weapon)
int GetWeaponIndex(CSmArenaRulesMode::EWeapon Weapon)
int GetWeaponNum(CSmArenaRulesMode::EWeapon Weapon)
bool CanRespawnPlayer(CSmScriptPlayer@ Player)
void RespawnPlayer(CSmScriptPlayer@ Player)
void SetNbBotPlayers(int NbClan1, int NbClan2)
void SetNbFakePlayers(int NbClan1, int NbClan2)
CSmScriptPlayer@ CreateBotPlayer(MwId ModelId, int ClanNum)
void DestroyBotPlayer(CSmScriptPlayer@ BotPlayer)
void DestroyAllBotPlayers()
void ScriptedBot_Move(CSmScriptPlayer@ BotPlayer, vec3 Goal)
void ScriptedBot_MoveDelta(CSmScriptPlayer@ BotPlayer, vec3 Delta)
void ScriptedBot_MoveAndAim(CSmScriptPlayer@ BotPlayer, vec3 Goal)
void ScriptedBot_MoveDeltaAndAim(CSmScriptPlayer@ BotPlayer, vec3 Delta)
void ScriptedBot_Aim(CSmScriptPlayer@ BotPlayer, vec3 Goal)
void ScriptedBot_AimDelta(CSmScriptPlayer@ BotPlayer, float DeltaYaw, float DeltaPitch)
void ScriptedBot_RequestAction(CSmScriptPlayer@ BotPlayer)
void ScriptedBot_RequestGunTrigger(CSmScriptPlayer@ BotPlayer)
MwId ActionGetModelId(wstring ActionName)
void ActionLoad(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, MwId ModelId)
void ActionLoad_MeleeMode(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, MwId ModelId, bool MeleeMode)
void ActionLoad_Vehicle(CGameScriptVehicle@ Vehicle, int VehicleSlotIndex, CSmArenaRulesMode::EActionSlot ActionSlot, MwId ModelId)
void ActionLoad_Turret(CGameScriptTurret@ Turret, CSmArenaRulesMode::EActionSlot ActionSlot, MwId ModelId)
uint Action_GetCooldown(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionInput ActionInput)
uint Action_GetRemainingCooldown(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionInput ActionInput)
void ActionBind(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, CSmArenaRulesMode::EActionInput ActionInput)
void ActionUnBind(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionInput ActionInput)
void ActionSetVariant1(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, uint ActionVariant)
void ActionSetVariant2(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, uint ActionVariant)
void ActionSetVariant3(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, uint ActionVariant)
void LoadAction(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, MwId ModelId, uint ActionVariant)
void BindAction(CSmScriptPlayer@ Player, CSmArenaRulesMode::EActionSlot ActionSlot, CSmArenaRulesMode::EActionInput ActionInput)
CSmObject@ ObjectCreate(MwId ModelId)
void ObjectDestroy(CSmObject@ Object)
void ObjectDestroyAll()
void SetSpawnableObjectModel(CSmScriptPlayer@ Player, wstring ObjectModelName, float StaminaCoef)
wstring GetObjectStringId(CSmObject@ Object)
wstring GetObjectModelName(CSmObject@ Object)
void RemoveShieldArmor(uint VictimShieldId, uint Damage)
void Replay_SaveAttackScore(CSmScriptPlayer@ Player, int Score)
void Replay_SaveDefenseScore(CSmScriptPlayer@ Player, int Score)
void Replay_SaveTeamScore(uint Team, int Score)
void Replay_SavePlayerOfInterest(CSmScriptPlayer@ Player)
void Replay_SaveWinner(CSmScriptPlayer@ Player)
void Replay_SaveInterface()
void Player_BeginNewRace(CSmScriptPlayer@ Player, uint AbsoluteTime)
void Player_BeginNewLap(CSmScriptPlayer@ Player, uint RaceTime)
void Player_RemoveLastWaypointTime(CSmScriptPlayer@ Player)
void Player_AddWaypointTime(CSmScriptPlayer@ Player, uint Time, CSmScriptMapLandmark@ Landmark)
void Player_SetFinishTime(CSmScriptPlayer@ Player, uint Time, CSmScriptMapLandmark@ Landmark)
void Player_ClearRaceWaypointTimes(CSmScriptPlayer@ Player)
void Player_ClearLapWaypointTimes(CSmScriptPlayer@ Player)
void Player_ClearCurrentLapNumber(CSmScriptPlayer@ Player)
void Player_SetCurRaceAsBestRace(CSmScriptPlayer@ Player)
void Player_SetCurRaceAsPrevRace(CSmScriptPlayer@ Player)
void Player_SetCurLapAsBestLap(CSmScriptPlayer@ Player)
void Player_SetCurLapAsPrevLap(CSmScriptPlayer@ Player)
void Player_SetPlayerCurRaceAsScoreBestRace(CSmScriptPlayer@ Player)
void Player_SetPlayerCurRaceAsScorePrevRace(CSmScriptPlayer@ Player)
void Player_SetPlayerCurLapAsScoreBestLap(CSmScriptPlayer@ Player)
void Player_SetPlayerCurLapAsScorePrevLap(CSmScriptPlayer@ Player)
void Player_SetPlayerPrevLapAsScoreBestLap(CSmScriptPlayer@ Player)
void Player_SetPlayerPrevLapAsScorePrevLap(CSmScriptPlayer@ Player)
void Ghosts_SetStartTime(int StartTime)
void Ghosts_SetMaxAlpha(float MaxAlpha)
CGameGhostScript@ Ghost_RetrieveFromPlayer(CSmScriptPlayer@ Player)
CGameGhostScript@ Ghost_RetrieveFromPlayer2(CSmScriptPlayer@ Player, bool TruncateLaunchedCheckpointsRespawns)
void Ghost_CopyToScoreBestRaceAndLap(CGameGhostScript@ Ghost, CSmArenaScore@ Score)
MwId Ghost_Add(CGameGhostScript@ Ghost, bool IsGhostLayer)
MwId Ghost_Add_Deprecated(CGameGhostScript@ Ghost)
MwId Ghost_AddWithOffset(CGameGhostScript@ Ghost, bool IsGhostLayer, int Offset)
bool Ghost_IsReplayOver(MwId GhostInstanceId)
bool Ghost_IsVisible(MwId GhostInstanceId)
vec3 Ghost_GetPosition(MwId GhostInstanceId)
void Ghost_Remove(MwId GhostInstanceId)
void Ghost_RemoveAll()
void GhostRecorder_RecordingStart(CSmScriptPlayer@ Player)
void GhostRecorder_RecordingStartAtTime(CSmScriptPlayer@ Player, int StartTime)
CGameGhostScript@ GhostRecorder_RecordingEnd(CSmScriptPlayer@ Player)
void GhostRecorder_SetEnabled(CSmScriptPlayer@ Player, bool Value)
void GhostRecorder_Ghosts_Select(CSmScriptPlayer@ Player)
void GhostRecorder_Clear(CSmScriptPlayer@ Player)
CSmScriptMapLandmark@ GhostDriver_Playlist_GetNextSpawn(CGameScriptPlayer@ Player)
uint StartTime
uint EndTime
uint SpawnInvulnerabilityDuration
uint UnspawnAnimDuration
uint SpawnDelayDuration
CSmArenaRulesMode::ERespawnBehaviour RespawnBehaviour
ERespawnBehaviour::Custom
ERespawnBehaviour::DoNothing
ERespawnBehaviour::GiveUpBeforeFirstCheckpoint
ERespawnBehaviour::AlwaysGiveUp
ERespawnBehaviour::AlwaysRespawn
CSmArenaRulesMode::ECheckpointBehaviour CheckpointBehaviour
ECheckpointBehaviour::Custom
ECheckpointBehaviour::Default
ECheckpointBehaviour::InfiniteLaps
CSmArenaRulesMode::EGiveUpBehaviour GiveUpBehaviour
EGiveUpBehaviour::Custom
EGiveUpBehaviour::DoNothing
EGiveUpBehaviour::GiveUp
bool GiveUpBehaviour_RespawnAfter
bool GiveUpBehaviour_SkipAfterFinishLine
uint LapCountOverride
bool UseMultiClans
bool UseClans
bool UseForcedClans
bool UsePvECollisions
bool UsePvPCollisions
bool UseGuns
bool UsePvPWeapons
bool UseInterractiveScreensIn3d
bool UseLaserVsBullets
bool UseLaserSkewering
bool UsePlayerTagging
bool UseBeaconsWithRecipients
bool UseAmmoBonusOnHit
bool UseSameWallJump
bool UseDefaultActionEvents
bool UseLaunchedCheckpoints
bool ReadonlyLaunchedCheckpoints
bool CharCanFly
bool TrustClientSimu_FallbackToLatestReceivedState
bool UseProtectClanmates
bool UseAllies
bool UseStunts
bool CanReTriggerLatestWaypoint
bool DisableDefaultSkinPreload
uint GameplayVersion
CSmArenaRulesMode::EGameplay Gameplay
EGameplay::Default
EGameplay::Mp3Beta0
float OffZoneRadius
float OffZoneRadiusSpeed
MwId OffZoneCenterLandmarkId
const uint PlayersNbTotal
const uint PlayersNbAlive
const uint PlayersNbDead
const uint ClansNbTotal
const uint ClansNbAlive
const uint ClansNbDead
const MwFastBuffer<uint> ClansNbPlayers
const MwFastBuffer<uint> ClansNbPlayersAlive
const MwFastBuffer<CSmScriptPlayer@> Players
const MwFastBuffer<CSmScriptPlayer@> BotPlayers
const MwFastBuffer<CSmScriptPlayer@> Spectators
const MwFastBuffer<CSmScriptPlayer@> AllPlayers
const MwFastBuffer<CSmArenaRulesEvent@> PendingEvents
const MwFastBuffer<CSmScriptMapBase@> MapBases
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_PlayerSpawn
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_Gauge
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_Sector
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_BotPath
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_BotSpawn
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_ObjectAnchor
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_Gate
const MwFastBuffer<CSmScriptMapLandmark@> MapLandmarks_Foundation
uint UiScoresPointsLimit
const MwFastBuffer<CSmArenaScore@> Scores
int Clan1Score
int Clan2Score
MwSArray<int> ClanScores
const CSmArenaRulesMode::ESmScoreSortOrder Scores_SortCriteria
ESmScoreSortOrder::TotalPoints
ESmScoreSortOrder::RoundPoints
ESmScoreSortOrder::EliminationsInflicted
ESmScoreSortOrder::EliminationsTaken
ESmScoreSortOrder::Respawns
ESmScoreSortOrder::DamageInflicted
ESmScoreSortOrder::DamageTaken
ESmScoreSortOrder::BestRace
ESmScoreSortOrder::BestLap
ESmScoreSortOrder::PrevRace
ESmScoreSortOrder::Name
ESmScoreSortOrder::LadderRank
bool Scores_AutoUpdateLadderRank
bool Scores_AutoUploadPersonalBests
bool Bots_AutoSpawn
bool Bots_AutoRespawn
bool Bots_AutoIgnoreBotEvents
bool ForceNavMapsComputation
bool DelayedVisuals_Enabled
bool CrudeExtrapolation_AllowDelay
const MwFastBuffer<CSmObject@> Objects
const CGameGhostMgrScript@ GhostMgr
const MwFastBuffer<CGameGhostScript@> GhostRecorder_Ghosts
void TaskResult_Release(MwId TaskId)
void TweakTeamColorsToAvoidHueOverlap()
void RequestLoadMap()
void RequestUnloadMap()
void Hud_Load(wstring ModuleName)
void PassOnModuleEvent(CGamePlaygroundUIConfigEvent@ EventToPassOn)
void DiscardModuleEvent(CGamePlaygroundUIConfigEvent@ EventToDiscard)
void Ladder_OpenMatch_Request()
void Ladder_AddPlayer(CGamePlaygroundScore@ PlayerScore)
void Ladder_OpenMatch_BeginRequest()
void Ladder_OpenMatch_AddPlayer(CGamePlaygroundScore@ PlayerScore)
void Ladder_OpenMatch_EndRequest()
void Ladder_CloseMatchRequest()
void Ladder_CancelMatchRequest()
void Ladder_SetResultsVersion(uint Version)
void Ladder_SetMatchMakingMatchId(uint MatchId)
void Ladder_EnableChallengeMode(bool Enable)
void Trophy_CompetitionMatch_AddResult(string WebServicesUserId, uint MatchRank, uint TrophyRanking)
void Trophy_CompetitionMatch_ClearResultList()
CWebServicesTaskResult_AccountTrophyGainListScript@ Trophy_CompetitionMatch_SendResultList(string CompetitionName, string CompetitionStage, string CompetitionStageStep, wstring CompetitionMatchInfo)
void Trophy_LiveTimeAttackAchievement_AddResult(string WebServicesUserId, uint MatchRank, uint TrophyRanking)
void Trophy_LiveTimeAttackAchievement_ClearResultList()
CWebServicesTaskResult_AccountTrophyGainListScript@ Trophy_LiveTimeAttackAchievement_SendResultList(uint Duration)
bool Admin_KickUser(CGamePlayerInfo@ User, wstring Reason)
void Admin_SetLobbyInfo(bool IsLobby, int LobbyPlayerCount, int LobbyMaxPlayerCount, float LobbyPlayersLevel)
void AutoTeamBalance()
void Solo_SetNewRecord(CGamePlaygroundScore@ PlayerScore, CGamePlaygroundScript::EMedal PlayerScore)
int Synchro_AddBarrier()
bool Synchro_BarrierReached(int Barrier)
bool Users_AreAllies(CGamePlayerInfo@ User1, CGamePlayerInfo@ User2)
void Users_RequestSwitchToSpectator(CGamePlayerInfo@ User)
CGamePlayerInfo@ Users_CreateFake(wstring NickName, int RequestedTeam)
void Users_DestroyFake(CGamePlayerInfo@ User)
void Users_SetNbFakeUsers(int NbTeam1, int NbTeam2)
void Users_DestroyAllFakes()
void ItemList_Begin()
bool ItemList_Begin2()
MwId ItemList_Add(wstring ModelName)
MwId ItemList_AddWithSkin(wstring ModelName, wstring SkinNameOrUrl)
MwId ItemList_AddWithSkin2(wstring ModelName, wstring SkinNameOrUrl, string SkinOptions)
void ItemList_End()
void DemoToken_StartUsingToken()
void DemoToken_StopUsingToken()
void DemoToken_GetAndUseToken(CGamePlayerInfo@ User)
void ActionList_Begin()
bool ActionList_Begin2()
MwId ActionList_Add(wstring ActionName)
void ActionList_End()
void Replay_Start()
void Replay_Stop()
void Activity_Match_Create_Begin(string ActivityId)
void Activity_Match_Create_AddPlayer(string WebServicesUserId, string TeamName)
void Activity_Match_Create_AddTeam(string TeamName)
void Activity_Match_Create_End()
void Activity_Match_ReportResult_Begin()
void Activity_Match_ReportResult_SetPlayerResult(string WebServicesUserId, uint Rank, uint Score)
void Activity_Match_ReportResult_SetTeamResult(string TeamName, uint Rank, uint Score)
void Activity_Match_ReportResult_End()
void Ghost_Release(MwId GhostId)
void GhostDriver_Playlist_Clear(CGameScriptPlayer@ Player)
void GhostDriver_Playlist_Add(CGameScriptPlayer@ Player, CGameGhostScript@ Ghost)
void GhostDriver_UploadLimits_Begin()
void GhostDriver_UploadLimits_AddLevel(int TeamLevel)
CWebServicesTaskResult_GhostDriver_UploadLimits@ GhostDriver_UploadLimits_End()
void GhostDriver_Upload_Begin(int TeamLevel)
void GhostDriver_Upload_AddTeamMember(CGameGhostScript@ Ghost)
void GhostDriver_Upload_TeamMember_Begin()
void GhostDriver_Upload_AddGhost(CGameGhostScript@ Ghost)
void GhostDriver_Upload_TeamMember_End()
CWebServicesTaskResult@ GhostDriver_Upload_End()
void GhostDriver_Download_Begin()
void GhostDriver_Download_AddRange(int TeamLevelMin, int TeamLevelMax, int Count)
CWebServicesTaskResult_GhostDriver_Download@ GhostDriver_Download_End()
CWebServicesTaskResult_MapRecordListScript@ MapRecord_GetListByMapAndPlayerList(MwId UserId, MwFastBuffer<wstring>& WebServicesUserIdList, string MapUid, string ScopeType, string ScopeId, string GameMode, string GameModeCustomData)
void GameScene_ResetAll()
wstring Dbg_DumpDeclareForVariables(CMwNod@ Nod, bool StatsOnly)
const MwFastBuffer<CWebServicesTaskResult@> TaskResults
CPlugFileTextScript@ Script
wstring ModeStatusMessage
const CGameManiaTitle@ LoadedTitle
const string ServerLogin
const wstring ServerName
const wstring ServerModeName
const wstring MapName
const CGameCtnChallenge@ Map
const wstring MapPlayerModelName
const bool HasPodium
const MwFastBuffer<CGamePlayerInfo@> Users
const MwFastBuffer<CGameTeamProfile@> Teams
string NeutralEmblemUrl
const string ForcedClubLinkUrl1
const string ForcedClubLinkUrl2
string ClientManiaAppUrl
const uint Now
const uint Period
bool MatchEndRequested
const bool ServerShutdownRequested
const bool MapLoaded
const MwFastBuffer<CGameCtnChallengeInfo@> MapList
uint NextMapIndex
const CGamePlaygroundUIConfigMgrScript@ UIManager
const CGamePlaygroundModuleServerHud@ Hud
const bool Ladder_RequestInProgress
const CGameScriptServerAdmin@ ServerAdmin
const bool Solo_NewRecordSequenceInProgress
const CGameServerScriptXmlRpc@ XmlRpc
const CXmlScriptParsingManager@ Xml
const CNetScriptHttpManager@ Http
const CInputScriptManager@ Input
const CGameDataFileManagerScript@ DataFileMgr
const CGameScoreAndLeaderBoardManagerScript@ ScoreMgr
const CSystemPlatformScript@ System
const CGamePlaygroundScript::ESystemPlatform SystemPlatform
ESystemPlatform::None
ESystemPlatform::Steam
ESystemPlatform::UPlay
ESystemPlatform::PS4
ESystemPlatform::XBoxOne
ESystemPlatform::PS5
ESystemPlatform::XBoxSeries
ESystemPlatform::Stadia
ESystemPlatform::Luna
const CGamePlaygroundScript::ESystemSkuIdentifier SystemSkuIdentifier
ESystemSkuIdentifier::Unknown
ESystemSkuIdentifier::EU
ESystemSkuIdentifier::US
ESystemSkuIdentifier::JP
ESystemSkuIdentifier::CN
const CGameUserManagerScript@ UserMgr
uint Users_EdNbFakeUsers
bool UseMinimap
bool Replay_AutoStart
const CGameScriptMgrTurret@ TurretsManager
const CGameScriptMgrVehicle@ VehiclesManager
const CGameMgrAction@ ActionsManager
bool EnableGhostRecording
const MwFastBuffer<CGameGhostScript@> Ghosts
const uint UiUpdatePeriod
string IdName
const MwId Id
ESmScoreSortOrder
ESmScoreSortOrder::TotalPoints
ESmScoreSortOrder::RoundPoints
ESmScoreSortOrder::EliminationsInflicted
ESmScoreSortOrder::EliminationsTaken
ESmScoreSortOrder::Respawns
ESmScoreSortOrder::DamageInflicted
ESmScoreSortOrder::DamageTaken
ESmScoreSortOrder::BestRace
ESmScoreSortOrder::BestLap
ESmScoreSortOrder::PrevRace
ESmScoreSortOrder::Name
ESmScoreSortOrder::LadderRank
EWeapon
EWeapon::Laser
EWeapon::Nucleus
EWeapon::Arrow
EWeapon::Rocket
EWeapon::Missile
EActionSlot
EActionSlot::Slot_A
EActionSlot::Slot_B
EActionSlot::Slot_C
EActionSlot::Slot_D
EActionSlot::Slot_E
EActionSlot::Slot_F
EActionSlot::Slot_G
EActionSlot::Slot_H
EActionInput
EActionInput::Weapon
EActionInput::Secondary
EActionInput::Movement
EActionInput::QuickAccess1
EActionInput::QuickAccess2
EActionInput::QuickAccess3
EActionInput::QuickAccess4
EActionInput::QuickAccess5
EActionInput::QuickAccess6
EActionInput::QuickAccess7
EActionInput::QuickAccess8
EActionInput::QuickAccess9
EActionInput::QuickAccess0
EActionInput::Consumable1
EActionInput::Consumable2
EActionInput::None
EGameplay
EGameplay::Default
EGameplay::Mp3Beta0
ERespawnBehaviour
ERespawnBehaviour::Custom
ERespawnBehaviour::DoNothing
ERespawnBehaviour::GiveUpBeforeFirstCheckpoint
ERespawnBehaviour::AlwaysGiveUp
ERespawnBehaviour::AlwaysRespawn
ECheckpointBehaviour
ECheckpointBehaviour::Custom
ECheckpointBehaviour::Default
ECheckpointBehaviour::InfiniteLaps
EGiveUpBehaviour
EGiveUpBehaviour::Custom
EGiveUpBehaviour::DoNothing
EGiveUpBehaviour::GiveUp
EBrowseActionWheel
EBrowseActionWheel::EBrowseActionWheelSet1
EBrowseActionWheel::EBrowseActionWheelSet2
EBrowseActionWheel::EBrowseActionWheelSet3
EBrowseActionWheel::EBrowseActionWheelSet4
EBrowseActionWheel::EBrowseActionWheelSet5
EBrowseActionWheel::EBrowseActionWheelSet6
EBrowseActionWheel::EBrowseActionWheelSet7
EBrowseActionWheel::EBrowseActionWheelSet8
EBrowseActionWheel::EBrowseActionWheelSet9
EBrowseActionWheel::EBrowseActionWheelInc
EBrowseActionWheel::EBrowseActionWheelDec
EBrowseActionWheel::EBrowseActionWheelNone
EVehicleTransformType
EVehicleTransformType::Reset
EVehicleTransformType::CarSnow
EVehicleTransformType::CarRally
EVehicleTransformType::CarDesert
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