<?xml version="1.0" encoding="Windows-1252" ?>
<NotepadPlus>
	<AutoComplete language="Lua">
		<Environment ignoreCase="yes" startFunc="(" stopFunc=")" paramSeparator="," terminal=";" additionalWordChar="."/>

		<!--<KeyWord name="AAA" func="yes">
		<Overload retVal="number" descr="">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="AAA" func="yes">
		<Overload retVal="number" descr="">
			<Param name="number index" />
		</Overload>
		</KeyWord>-->
		
		<KeyWord name="Prompt" func="yes">
		<Overload retVal="" descr="Displays text at bottom of screen.  Can use variables and strings separated by .. ">
            <Param name="string text" />
        </Overload>
        </KeyWord>
		<KeyWord name="PromptDuration" func="yes">
		<Overload retVal="" descr="Displays text at bottom of screen.  Can use variables and strings separated by .. requires (V) duration in MS.">
            <Param name="string text" />
            <Param name="number v" />
        </Overload>
		</KeyWord>
		<KeyWord name="PromptTextSize" func="yes">
		<Overload retVal="" descr="Sets the prompt size to int between 1 and 5 - 1 is smallest.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="PromptLocal" func="yes">
		<Overload retVal="" descr="Displays text (str) at the entities (e) location. (e) references current entity, no num required.">
			<Param name="entity e" />
			<Param name="string str" />
		</Overload>
		</KeyWord>
		<KeyWord name="Text" func="yes">
		<Overload retVal="" descr="Displays text(txt) using (size) at relative screenpos x/y using value 1-100 &#x0a; which is a percentage relative to height/width of screen.">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number size" />
			<Param name="string txt" />
		</Overload>
		</KeyWord>
		<KeyWord name="TextCenterOnX" func="yes">
		<Overload retVal="" descr="Displays text(txt) using (size) centered at relative screenpos x/y using value 1-100 &#x0a; which is a percentage relative to height/width of screen.">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number size" />
			<Param name="string txt" />
		</Overload>
		</KeyWord>
		<KeyWord name="TextColor" func="yes">
		<Overload retVal="" descr="Displays text(txt) using (size) at relative screenpos x/y using value 1-100 &#x0a; which is a percentage relative to height/width of screen.  Takes 0-255 rgb value.">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number size" />
			<Param name="number r" />
			<Param name="number g" />
			<Param name="number b" />
			<Param name="string txt" />
		</Overload>
		</KeyWord>
		<KeyWord name="TextCenterOnXColor" func="yes">
		<Overload retVal="" descr="Displays text(txt) using (size) centered at relative screenpos x/y using value 1-100 &#x0a; which is a percentage relative to height/width of screen. Takes 0-255 rgb value.">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number size" />
			<Param name="string txt" />
			<Param name="number r" />
			<Param name="number g" />
			<Param name="number b" />
		</Overload>
		</KeyWord>
		
		
		<KeyWord name="SetFogNearest" func="yes">
		<Overload retVal="" descr="Sets the fog near distance to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFogDistance" func="yes">
		<Overload retVal="" descr="Sets the fog far distance to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFogRed" func="yes">
		<Overload retVal="" descr="Sets the Fog Red value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFogGreen" func="yes">
		<Overload retVal="" descr="Sets the Fog Green value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFogBlue" func="yes">
		<Overload retVal="" descr="Sets the Fog Blue value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFogIntensity" func="yes">
		<Overload retVal="" descr="Sets Fog Intensity value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAmbienceIntensity" func="yes">
		<Overload retVal="" descr="Sets Ambience Intensity value to (v))">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAmbienceRed" func="yes">
		<Overload retVal="" descr="Sets the Ambient Red value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAmbienceGreen" func="yes">
		<Overload retVal="" descr="Sets the Ambient Green value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAmbienceBlue" func="yes">
		<Overload retVal="" descr="Sets the Ambient Blue value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSurfaceRed" func="yes">
		<Overload retVal="" descr="Sets the Surface Red value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSurfaceGreen" func="yes">
		<Overload retVal="" descr="Sets the Surface Green value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSurfaceBlue" func="yes">
		<Overload retVal="" descr="Sets the Surface Blue value to (v) (1-255)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostVignetteRadius" func="yes">
		<Overload retVal="" descr="Adjusts the radius of the Vignette effect (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostVignetteIntensity" func="yes">
		<Overload retVal="" descr="Adjusts the intensity of the Vignette effect (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostMotionDistance" func="yes">
		<Overload retVal="" descr="Sets the distance affected when motion blur is applied to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostMotionIntensity" func="yes">
		<Overload retVal="" descr="Sets the intensity of the motion blur effect to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostDepthOfFieldDistance" func="yes">
		<Overload retVal="" descr="Sets the distance at which Depth of Field is applied to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostDepthOfFieldIntensity" func="yes">
		<Overload retVal="" descr="Sets the depth of field intensity to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetBrightness" func="yes">
		<Overload retVal="" descr="Sets brightness to a value (v) between 0 (-.5) to 1 (.5).  Note, a value of 0 will put brightness at 50%.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSurfaceSunFactor" func="yes">
		<Overload retVal="" descr="Sets the default sun lighting on interior structures to value (v).">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGlobalSpecular" func="yes">
		<Overload retVal="" descr="Sets global specularity value to (v).  Note, can be set to higher than 100%!">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetContrast" func="yes">
		<Overload retVal="" descr="Sets the contrast to value (v); ranges from 0 (0%) to 3.3 (100%).">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostBloom" func="yes">
		<Overload retVal="" descr="Sets the post processing bloom shader value to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostLightRayLength" func="yes">
		<Overload retVal="" descr="Sets the light ray length to value (v).">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostLightRayQuality" func="yes">
		<Overload retVal="" descr="Sets the light ray quality to value (v).">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostLightRayDecay" func="yes">
		<Overload retVal="" descr="Sets the light ray decal value to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostSAORadius" func="yes">
		<Overload retVal="" descr="Sets the post processing screen space ambient occlusion shader's radius to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostSAOIntensity" func="yes">
		<Overload retVal="" descr="Setes the post processing screen space ambient occlusion shader intensity to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPostLensFlareIntensity" func="yes">
		<Overload retVal="" descr="Sets the post processing lens flare intensity to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetOptionReflection" func="yes">
		<Overload retVal="" descr="Set the reflection option slider to value v">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetOptionShadows" func="yes">
		<Overload retVal="" descr="Set the shadows option slider to value v">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetOptionLightRays" func="yes">
		<Overload retVal="" descr="Set the lightrays option slider to value v">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetOptionVegetation" func="yes">
		<Overload retVal="" descr="Set the vegetation option slider to value v">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetOptionOcclusion" func="yes">
		<Overload retVal="" descr="Set occlusion option slider to value v. Set under 10 for minimal popping.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCameraPanelDistance" func="yes">
		<Overload retVal="" descr="Set the camera distance option slider to v.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCameraPanelFOV" func="yes">
		<Overload retVal="" descr="Set the FOV (field of view) percentage to value v.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCameraPanelZoomPercentage" func="yes">
		<Overload retVal="" descr="Set the camera zoom percentage slider to value v">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCameraPanelWeaponFOV" func="yes">
		<Overload retVal="" descr="Set the camera 'weapon FOV (Field of View)' to value v.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetTerrainLODNear" func="yes">
		<Overload retVal="" descr="Set the terrain level of detail beginning (near) point to v.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetTerrainLODMid" func="yes">
		<Overload retVal="" descr="Set the terrain level of detail middle (mid) point to v.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetTerrainLODFar" func="yes">
		<Overload retVal="" descr="Set the terrain level of detail far (far) point to v.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetTerrainSize" func="yes">
		<Overload retVal="" descr="Sets the terrain size slider to number (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetVegetationQuantity" func="yes">
		<Overload retVal="" descr="Set the vegetation quantity to value (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetVegetationWidth" func="yes">
		<Overload retVal="" descr="Set the vegetation width to value (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetVegetationHeight" func="yes">
		<Overload retVal="" descr="Set the vegetation height to value (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="JumpToLevelIfUsed" func="yes">
		<Overload retVal="" descr="Ends the level and loads the level defined in the entity (e)'s IfUsed property field.  &#x0a; Relative path is files\mapbank\levelname (.fpm not needed)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="JumptoLevel" func="yes">
		<Overload retVal="" descr="Ends the level and loads the level defined by (levelname)&#x0a; Relative path to files is files\mapbank\levelname (.fpm not needed)">
			<Param name="object levelname" />
		</Overload>
		</KeyWord>
		<KeyWord name="FinishLevel" func="yes">
		<Overload retVal="" descr="Ends the level and shows game over screen.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="HideTerrain" func="yes">
		<Overload retVal="" descr="Hides the terrain, used for indoor scenes.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="ShowTerrain" func="yes">
		<Overload retVal="" descr="Displays previously hidden terrain">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="HideWater" func="yes">
		<Overload retVal="" descr="Hides the water plane for indoor or performance reasons.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="ShowWater" func="yes">
		<Overload retVal="" descr="Displays previously hidden water">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="HideHuds" func="yes">
		<Overload retVal="" descr="Hides all onscreen HUDs.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="ShowHuds" func="yes">
		<Overload retVal="" descr="Displays all previously hidden HUDs">
			<Param name="" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="FreezePlayer" func="yes">
		<Overload retVal="" descr="Freeze all player movement and mouselooking.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="UnfreezePlayer" func="yes">
		<Overload retVal="" descr="Unfreeze the player and allow movement/mouselooking.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFreezePosition" func="yes">
		<Overload retVal="" descr="Sets the 'freeze position (X/Y/Z)' of a player, specifically for use as an endpoint in TransportToFreezePosition().">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFreezeAngle" func="yes">
		<Overload retVal="" descr="Sets the angle a player will face after using TransportToFreezePosition().">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="TransportToFreezePosition" func="yes">
		<Overload retVal="" descr="Teleports the player to an XYZ coordinate defined by SetFreezePosition">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="TransportToFreezePositionOnly" func="yes">
		<Overload retVal="" descr="Unknown functionality at this time, sorry!">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>

		<KeyWord name="ActivateMouse" func="yes">
		<Overload retVal="" descr="Allows a mousepointer to show for clicking menus and such.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="DeactivateMouse" func="yes">
		<Overload retVal="" descr="Disables the mouse so you can resume mouselooking.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="SetPlayerHealth" func="yes">
		<Overload retVal="" descr="Sets the player's health to (v)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="AddPlayerWeapon" func="yes">
		<Overload retVal="" descr="If entity (e) is a weapon, assign it to the next available weapon slot.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="ChangePlayerWeapon" func="yes">
		<Overload retVal="" descr="Undocumented function. Sorry!">
			<Param name="string str" />
		</Overload>
		</KeyWord>
		<KeyWord name="ChangePlayerWeaponID" func="yes">
		<Overload retVal="" descr="Undocumented function. Sorry!">
			<Param name="number id" />
		</Overload>
		</KeyWord>
		<KeyWord name="ReplacePlayerWeapon" func="yes">
		<Overload retVal="" descr="Undocumented function. Sorry!">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
			
		<KeyWord name="AddPlayerAmmo" func="yes">
		<Overload retVal="" descr="If entity(e) is ammo, assign it to the appropriate ammo pool.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="AddPlayerHealth" func="yes">
		<Overload retVal="" descr="Add (v) points of health to the player as defined by the quantity value in the entity (e) FPE.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPlayerLives" func="yes">
		<Overload retVal="" descr="Set the player's number of lives to V.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPlayerPower" func="yes">
		<Overload retVal="" descr="Undocumented function. Sorry!">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="AddPlayerPower" func="yes">
		<Overload retVal="" descr="Undocumented function. Sorry!">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="RemovePlayerWeapons" func="yes">
		<Overload retVal="" descr="Removes all of player's weapons.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="AddPlayerJetPack" func="yes">
		<Overload retVal="" descr="Adds the jetpack ability to the player (e) and sets the (fuel) amount">
			<Param name="entity e" />
			<Param name="number fuel" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFlashLightKeyEnabled" func="yes">
		<Overload retVal="" descr="Enables or disables flashlight usage.  V = 1 - enable, V = 0 - disable. ">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFlashLight" func="yes">
		<Overload retVal="" descr="Turns on or off the flashlight.  V = 1 - on, V = 0 - off.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPlayerWeapons" func="yes">
		<Overload retVal="" descr="Enables or disables player's weapons. V = 1 - enabled, V = 0 - disabled.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="HurtPlayer" func="yes">
		<Overload retVal="" descr="Causes (v) damage to player">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="TransportToIfUsed" func="yes">
		<Overload retVal="" descr="Moves the player to the location of the entity named in the ifused field of entity (e)'s properties.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="SetEntityHealth" func="yes">
		<Overload retVal="" descr="Set entity (e) health to (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetEntityRagdollForce" func="yes">
		<Overload retVal="" descr="Apply ragdoll physics force to an entity (e) at limb (limb) from x,y,z with force level (v).">
			<Param name="entity e" />
			<Param name="limb limb" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="StartParticleEmitter" func="yes">
		<Overload retVal="" descr="Starts a rudimentary particle emitter at entity(e).">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="StopParticleEmitter" func="yes">
		<Overload retVal="" descr="Stops an already started particle emitter on entity (e).">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="StartTimer" func="yes">
		<Overload retVal="" descr="Starts a timer for this specific entity (e).">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetTimer" func="yes">
		<Overload retVal="number" descr="Returns the timer value for specific entity (e).">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="Destroy" func="yes">
		<Overload retVal="" descr="Destroys the entity (e), removing it from the game.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CollisionOn" func="yes">
		<Overload retVal="" descr="Turn on collision for entity (e) - ex: closed doors">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CollisionOff" func="yes">
		<Overload retVal="" descr="Turn off collision for entity (e) - ex: open doors">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityPlayerVisibility" func="yes">
		<Overload retVal="" descr="Checks if the entity can 'see' the player.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityInZone" func="yes">
		<Overload retVal="" descr="Checks if the entity is inside a trigger zone.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GravityOff" func="yes">
		<Overload retVal="" descr="Turns off gravity for entity (e).">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GravityOn" func="yes">
		<Overload retVal="" descr="Turn on gravity for entity (e)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="LookAtPlayer" func="yes">
		<Overload retVal="" descr="Forces the entity (e) to face the player instantly.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateToPlayer" func="yes">
		<Overload retVal="" descr="Rotates the entity (e) to face the player.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateToPlayerSlowly" func="yes">
		<Overload retVal="" descr="Rotates the entity (e) to face the player at (v) speed.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="Hide" func="yes">
		<Overload retVal="" descr="Makes entity (e) invisible.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="Show" func="yes">
		<Overload retVal="" descr="Makes entity (e) visible.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="Spawn" func="yes">
		<Overload retVal="" descr="Forces entity (e) to spawn if not spawned or destroyed.  Does not work for multiplayer characters.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetActivated" func="yes">
		<Overload retVal="" descr="Set entity (e) as active (v=1) or inactive (v=0)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="ActivateIfUsed" func="yes">
		<Overload retVal="" descr="Activates the named in entity (e)'s IfUsed field.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="Collected" func="yes">
		<Overload retVal="" descr="Flags entity (e) as collected (ex: a key)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="MoveUp" func="yes">
		<Overload retVal="" descr="Moves entity (e) up and at (v) speed.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="MoveForward" func="yes">
		<Overload retVal="" descr="Moves entity (e) Forward and at (v) speed.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="MoveDown" func="yes">
		<Overload retVal="" descr="Moves entity (e) Down and at (v) speed.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="MoveBackward" func="yes">
		<Overload retVal="" descr="Moves entity (e) Backward and at (v) speed.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetPosition" func="yes">
		<Overload retVal="" descr="Set the entity (e) to map position x, y, z">
			<Param name="entity e" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="ResetPosition" func="yes">
		<Overload retVal="" descr="Reposition physics entity (e) to position x, y, z">
			<Param name="entity e" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetRotation" func="yes">
		<Overload retVal="" descr="Rotate the entity (e) to angle x, y, z">
			<Param name="entity e" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="ModulateSpeed" func="yes">
		<Overload retVal="" descr="Modulate the speed of entity(e)'s actions by (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateX" func="yes">
		<Overload retVal="" descr="Rotate the X angle of the entity (e) by (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateY" func="yes">
		<Overload retVal="" descr="Rotate the Y angle of the entity (e) by (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateZ" func="yes">
		<Overload retVal="" descr="Rotate the Z angle of the entity (e) by (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetLimbIndex" func="yes">
		<Overload retVal="" descr="Set the limb index of entity (e) to (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateLimbX" func="yes">
		<Overload retVal="" descr="Rotate the x angle of the entity's limb(e) by (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateLimbY" func="yes">
		<Overload retVal="" descr="Rotate the y angle of the entity's limb(e) by (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateLimbZ" func="yes">
		<Overload retVal="" descr="Rotate the z angle of the entity's limb(e) by (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
	
		<KeyWord name="Scale" func="yes">
		<Overload retVal="" descr="Scale entity (e) by (v) percentage">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAnimation" func="yes">
		<Overload retVal="" descr="Set an animation index value for later use on entity (e)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAnimationFrames" func="yes">
		<Overload retVal="" descr="Set an animation on the current entity from range (a) to (b)">
			<Param name="number a" />
			<Param name="number b" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlayAnimation" func="yes">
		<Overload retVal="" descr="Play the current animation range once for entity (e).">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="LoopAnimation" func="yes">
		<Overload retVal="" descr="Loop the current animation on entity (e)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="StopAnimation" func="yes">
		<Overload retVal="" descr="Stop the current animation on entity (e)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="MoveWithAnimation" func="yes">
		<Overload retVal="" descr="When moving, the entity (e) will use animation (v).">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAnimationSpeed" func="yes">
		<Overload retVal="" descr="Set the animation speed of entity (e) to (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAnimationFrame" func="yes">
		<Overload retVal="" descr="Set the animation frame of entity (e) to (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAnimationFrame" func="yes">
		<Overload retVal="number" descr="Get the current animation frame of entity (e)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CharacterControlManual" func="yes">
		<Overload retVal="number" descr="Set entity (e) to use new manual ai controls.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SpawnIfUsed" func="yes">
		<Overload retVal="" descr="Spawns the entity named in the IfUsed field of entity(e).">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="Include" func="yes">
		<Overload retVal="" descr="Use within init function to preload files\scriptbank\filename.lua">
			<Param name="string filename" />
		</Overload>
		</KeyWord>
		<KeyWord name="SwitchScript" func="yes">
		<Overload retVal="" descr="Switch entity (e)'s script to the script named (str)">
			<Param name="entity e" />
			<Param name="string filename" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="CharacterControlUnarmed" func="yes">
		<Overload retVal="" descr="Switch character (e) to unarmed state.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CharacterControlLimbo" func="yes">
		<Overload retVal="" descr="Switch character (e) to limbo state.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CharacterControlArmed" func="yes">
		<Overload retVal="" descr="Switch character (e) to armed state.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CharacterControlFidget" func="yes">
		<Overload retVal="" descr="Switch character (e) to fidget state.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CharacterControlDucked" func="yes">
		<Overload retVal="" descr="Switch character (e) to crouching state.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="CharacterControlStand" func="yes">
		<Overload retVal="" descr="Switch character (e) to standing state.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCharacterToWalk" func="yes">
		<Overload retVal="" descr="Switch character (e) to walking when moving.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCharacterToRun" func="yes">
		<Overload retVal="" descr="Switch character (e) to walking when moving.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCharacterToStrafeLeft" func="yes">
		<Overload retVal="" descr="Switch character (e) to Strafe Left when moving.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCharacterToStrafeRight" func="yes">
		<Overload retVal="" descr="Switch character (e) to Strafe Right when moving.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCharacterVisionDelay" func="yes">
		<Overload retVal="" descr="Set the speed (v) at which the entity (e) will react to player after seeing.">
			<Param name="entity e" />	
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAttachmentVisible" func="yes">
		<Overload retVal="" descr="Set entity (e)'s attachment visible (v=1 - on, v=0, off)">
			<Param name="entity e" />	
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="LockCharacterPosition" func="yes">
		<Overload retVal="" descr="Lock a character in place, Parameter reserved for future use.">
			<Param name="entity e" />	
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="UnlockCharacterPosition" func="yes">
		<Overload retVal="" descr="Lock a character in place, Parameter reserved for future use.">
			<Param name="entity e" />	
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="FreezeAI" func="yes">
		<Overload retVal="" descr="Freeze all AI.">
			<Param name="no parameters" />	
		</Overload>
		</KeyWord>
		<KeyWord name="UnFreezeAI" func="yes">
		<Overload retVal="" descr="Unfreeze all AI.">
			<Param name="no parameters" />	
		</Overload>
		</KeyWord>
		<KeyWord name="FireWeapon" func="yes">
		<Overload retVal="" descr="If the character(e) has a weapon, use it. If not, use melee.">
			<Param name="entity e" />	
		</Overload>
		</KeyWord>
		
		<KeyWord name="DrownPlayer" func="yes">
		<Overload retVal="" descr="Sets the player(e)'s damage taken during drowning to value (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="Checkpoint" func="yes">
		<Overload retVal="" descr="Trigger player to record checkpoint for reloads.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlayerInZone" func="yes">
		<Overload retVal="" descr="Return 1 if player is inside entity zone area.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="WinZone" func="yes">
		<Overload retVal="" descr="Trigger a player to win this level and move to level specified in IfUsed field of entity (e)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="PlayVideo" func="yes">
		<Overload retVal="" descr="Plays a specified video.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlayVideoNoSkip" func="yes">
		<Overload retVal="" descr="Plays a specified video, doesn't allow player to skip.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="StopVideo" func="yes">
		<Overload retVal="" descr="Stops a specified video.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlaySound" func="yes">
		<Overload retVal="" descr="Play the sound stored in specified slot (v) as defined in entity properties.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlaySoundIfSilent" func="yes">
		<Overload retVal="" descr="Play the sound if no other sound is playing, as stored in specified slot (v) as defined in entity properties.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlayNon3DSound" func="yes">
		<Overload retVal="" descr="Play the sound stored in the specified slot (v) as defined in entity properties ignoring location and distance which can be 0 or 1">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="LoopSound" func="yes">
		<Overload retVal="" descr="Play and loop the sound stored in the specified slot as defined in entity properties which can be 0 or 1.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="StopSound" func="yes">
		<Overload retVal="" descr="Stop the sound that is playing which can be 0 or 1.">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSound" func="yes">
		<Overload retVal="" descr="To be used before functions such as SetSoundVolume(vol) which do not specify a sound to use">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSoundSpeed" func="yes">
		<Overload retVal="" descr="Set the sound frequency (?)">
			<Param name="number freq" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSoundVolume" func="yes">
		<Overload retVal="" descr="Set the sound volume">
			<Param name="number vol" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCharacterSoundSet" func="yes">
		<Overload retVal="" descr="Set current character's sound set to entity (e), probably.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlayCharacterSound" func="yes">
		<Overload retVal="" descr="Play entity (e)'s sound from slot (v)">
			<Param name="entity e" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCharacterSound" func="yes">
		<Overload retVal="" descr="Play the entity (e)'s character sound (str) as defined in the audiobank folder.">
			<Param name="entity e" />
			<Param name="string str" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlayCombatMusic" func="yes">
		<Overload retVal="" descr="Plays the combat music as defined in the audiobank.">
			<Param name="number playtime" />
			<Param name="number fadetime" />
		</Overload>
		</KeyWord> 
		<KeyWord name="PlayFinalAssaultMusic" func="yes">
		<Overload retVal="" descr="Play the assault music as defined in the audiobank.">
			<Param name="number fadetime" />
		</Overload>
		</KeyWord>
		<KeyWord name="DisableMusicReset" func="yes">
		<Overload retVal="" descr="Call at the start of the game to suspend normal music restart behavior by setting (v) to 1.">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="HideLight" func="yes">
		<Overload retVal="" descr="Hide entity (e) if it is a dynamic light.  Doesn't work on static lighting.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="ShowLight" func="yes">
		<Overload retVal="" descr="Show entity (e) if it is a dynamic light.  Doesn't work on static lighting.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="LoadImages" func="yes">
		<Overload retVal="" descr="Specify an image inside 'scriptbank\images\' to load images at slot (v) onwards. Images must be named 000,001,002, etc.">
			<Param name="string str" />
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetImagePosition" func="yes">
		<Overload retVal="" descr="Set the X and Y position of where the image should be drawn">
			<Param name="number x" />
			<Param name="number y" />
		</Overload>
		</KeyWord>
		<KeyWord name="ShowImage" func="yes">
		<Overload retVal="" descr="Select the image slot number to be drawn">
			<Param name="number i" />
		</Overload>
		</KeyWord>
		<KeyWord name="HideImage" func="yes">
		<Overload retVal="" descr="Hide the image from being drawn">
			<Param name="number i" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetImageAlignment" func="yes">
		<Overload retVal="" descr="Use 0 to position image using center hotspot, 1 is top left hotspot">
			<Param name="number i" />
		</Overload>
		</KeyWord>
		<KeyWord name="Panel" func="yes">
		<Overload retVal="" descr="Draw a panel from X,Y to X2, Y2">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number x2" />
			<Param name="number y2" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="LoadImage" func="yes">
		<Overload retVal="" descr="myImage = LoadImage ( 'myFolder\\myImage.png' ) -- Anywhere inside GG Files folder (however it is &#x0a; best to put into scriptbank images folder for making standalones)">
			<Param name="string myImage" />
		</Overload>
		</KeyWord>
		<KeyWord name="CreateSprite" func="yes">
		<Overload retVal="" descr="mySprite = CreateSprite ( myImage ) (see 'LoadImage')">
			<Param name="string mySprite" />
		</Overload>
		</KeyWord>
		<KeyWord name="DeleteSprite" func="yes">
		<Overload retVal="" descr="Remove the Sprite (mySprite) from memory.">
			<Param name="string mySprite" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSpritePosition" func="yes">
		<Overload retVal="" descr="SetSpritePosition ( mySprite , x , y ) - Sprite positions are percentage based, so &#x0a; SetSpritePosition(mySprite,50,50) would position the sprite in the centre of the screen.">
			<Param name="string mySprite" />
			<Param name="number x" />
			<Param name="number y" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSpriteSize" func="yes">
		<Overload retVal="" descr="SetSpriteSize ( mySprite , sizeX , sizeZ ) -- passing -1 as one of the params ensure the &#x0a; sprite retains its aspect ratio">
			<Param name="string mySprite" />
			<Param name="string " />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSpriteDepth" func="yes">
		<Overload retVal="" descr="SetSpriteDepth ( mySprite , 10 ) (0 is front, 100 is back) - Set the order in which the sprite will be drawn.">
			<Param name="string mySprite" />
			<Param name="number depth" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSpriteColor" func="yes">
		<Overload retVal="" descr="SetSpriteColor ( mySprite , red , green, blue, alpha ) - Sets the sprite RGB values and alpha,  &#x0a; each value has a range of 0-255.">
			<Param name="string mySprite" />
			<Param name="number red" />
			<Param name="number green" />
			<Param name="number blue" />
			<Param name="number alpha" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSpriteAngle" func="yes">
		<Overload retVal="" descr="SetSpriteAngle ( mySprite , deg ) - Sets the sprite rotation in degrees.">
			<Param name="string mySprite" />
			<Param name="number deg" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSpriteOffset" func="yes">
		<Overload retVal="" descr="SetSpriteOffset ( mySprite , xoff , yoff ) (would be the centre for a 64x64 image assigned to a sprite)">
			<Param name="string mySprite" />
			<Param name="number xoff" />
			<Param name="number yoff" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetSpriteImage" func="yes">
		<Overload retVal="" descr="SetSpriteImage ( mySprite , myImage ) - Assigns a new image to the previously created sprite. ">
			<Param name="string mySprite" />
			<Param name="string myImage" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="MP_IsServer" func="yes">
		<Overload retVal="" descr="Flags whether this is a server or not using (v).  0 = client, 1 = server.">
			<Param name="number v" />
		</Overload>
		</KeyWord><KeyWord name="SetMultiplayerGameMode" func="yes">
		<Overload retVal="" descr="Use (mode) to inform clients of current game mode when they check periodicially using GetMultiplayerGameMode.">
			<Param name="number mode" />
		</Overload>
		</KeyWord><KeyWord name="GetMultiplayerGameMode" func="yes">
		<Overload retVal="" descr="This command enables clients to check which mode the game is in currently. &#x0a;This will have been set by the server previously via SetMultiplayerGameMode(mode)">
			<Param name="number mode" />
		</Overload>
		</KeyWord><KeyWord name="SetServerTimer" func="yes">
		<Overload retVal="" descr="Enables the server to set a timer (perhaps to trigger the end of the game)&#x0a; That can be picked up by clients via GetServerTimer().">
			<Param name="no parameters" />
		</Overload>
		</KeyWord><KeyWord name="GetServerTimerPassed" func="yes">
		<Overload retVal="number" descr="Returns how much time has passed since the server first set the timer up.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord><KeyWord name="ServerRespawnAll" func="yes">
		<Overload retVal="" descr="This command is the companion to ServerEndPlay() and will allow for play to carry on, &#x0a;by first triggering everyone to spawn in. This will be used to&#x0a; kick off a new round after the completion of the previous round.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord><KeyWord name="ServerEndPlay" func="yes">
		<Overload retVal="" descr="When a game has been won, this command can be used to stop any further gameplay taking place. &#x0a; The camera will change to a top down view of the current level and presents the perfect time to &#x0a; show scores and perhaps set a countdown to the next round. If anyone is dead they will spawn back in still, &#x0a; but then switch to the top down view along with everyone else.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord><KeyWord name="GetShowScores" func="yes">
		<Overload retVal="number" descr="Returns 1 if a player presses tab so you can then pipe out scores.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord><KeyWord name="SetServerKillsToWin" func="yes">
		<Overload retVal="" descr="SetServerKillToWin(v) Multiplayer win condition, game is won when a player reaches (v) kills. ">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetNameplatesOff" func="yes">
		<Overload retVal="" descr="Multiplayer- sets nameplates off (v = 0 off, v = 1 on)">
			<Param name="number v" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCoOpMode" func="yes">
		<Overload retVal="number" descr="Multiplayer- poll server to find out current co-op mode.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCoOpEnemiesAlive" func="yes">
		<Overload retVal="number" descr="Multiplayer- poll server to find out current co-op enemies left alive.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="ResetLimbHit" func="yes">
		<Overload retVal="" descr="Prevents Limb Hits from counting multiple times on a single entity(e)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="RefreshEntity" func="yes">
		<Overload retVal="" descr="Probably triggers the 'main' code of an entity.">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetInKey" func="yes">
		<Overload retVal="string" descr="Returns the input key for an input key.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetScanCode" func="yes">
		<Overload retVal="number" descr="Returns the scan code for an input key.">
			<Param name="no parameters" />
		</Overload>
		</KeyWord>
		<KeyWord name="UpdateWeaponStats" func="yes">
		<Overload retVal="" descr="Call this to instantly update all g_Weapon* data">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="ResetWeaponSystems" func="yes">
		<Overload retVal="" descr="resets projectiles currently active in game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponSlot" func="yes">
		<Overload retVal="" descr="Sets the weapon data directly, index is 1 through 10">
			<Param name="number index" />
			<Param name="flag got" />
			<Param name="flag pref" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponAmmo" func="yes">
		<Overload retVal="number" descr="GetWeaponAmmo ( index ) -- Sets the weapon data directly, index is 1 through 10">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponAmmo" func="yes">
		<Overload retVal="" descr="SetWeaponAmmo ( index, ammo quantity ) -- Sets the weapon data directly, index is 1 through 10">
			<Param name="number index" />
			<Param name="number quantity" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponClipAmmo" func="yes">
		<Overload retVal="number" descr="GetWeaponClipAmmo ( index ) -- Sets the weapon data directly, index is 1 through 10">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponPoolAmmo" func="yes">
		<Overload retVal="number" descr="GetWeaponPoolAmmo ( index ) -- Sets the weapon data directly, index is 1 through 10">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponClipAmmo" func="yes">
		<Overload retVal="" descr="SetWeaponClipAmmo ( index, clip quantity ) -- Sets the weapon data directly, index is 1 through 10">
			<Param name="number index" />
			<Param name="number quantity" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponPoolAmmo" func="yes">
		<Overload retVal="" descr="SetWeaponPoolAmmo ( index, pool ammo quantity ) -- Sets the weapon data directly, index is 1 through 10">
			<Param name="number index" />
			<Param name="number quantity" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponSlot" func="yes">
		<Overload retVal="number" descr="Gets WeaponID from slot, index is 1 through 10">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlayerWeaponID" func="yes">
		<Overload retVal="" descr="">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponID" func="yes">
		<Overload retVal="number = " descr="Gets WeaponID from weapon name ">
			<Param name="Weapon Name" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityWeaponID" func="yes">
		<Overload retVal="" descr="">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponDamage" func="yes">
		<Overload retVal="" descr="SetWeaponDamage ( WeaponID, FireModeIndex, Value ) -- Sets damage value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
			<Param name="number value" />
		</Overload>
		</KeyWord>
			<KeyWord name="SetWeaponAccuracy" func="yes">
		<Overload retVal="" descr="SetWeaponAccuracy ( WeaponID, FireModeIndex, Value ) -- Sets accuracy value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
			<Param name="number value" />
		</Overload>
		</KeyWord>
			<KeyWord name="SetWeaponReloadQuantity" func="yes">
		<Overload retVal="" descr="SetWeaponReloadQuantity ( WeaponID, FireModeIndex, Value ) -- Sets reload quantity value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
			<Param name="number value" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponFireIterations" func="yes">
		<Overload retVal="" descr="SetWeaponFireIterations ( WeaponID, FireModeIndex, Value ) -- Sets shot iterations value of weapo">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
			<Param name="number value" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponRange" func="yes">
		<Overload retVal="" descr="SetWeaponRange ( WeaponID, FireModeIndex, Value ) -- Sets range value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
			<Param name="number value" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponDropoff" func="yes">
		<Overload retVal="" descr="SetWeaponDropoff ( WeaponID, FireModeIndex, Value ) -- Sets dropoff value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
			<Param name="number value" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetWeaponSpotlighting" func="yes">
		<Overload retVal="" descr="SetWeaponSpotLighting ( WeaponID, FireModeIndex, Value ) -- Sets whether weapon uses spot light effect">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
			<Param name="number value" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponDamage" func="yes">
		<Overload retVal="number" descr="GetWeaponDamage ( WeaponID, FireModeIndex ) -- Get damage value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponAccuracy" func="yes">
		<Overload retVal="number" descr="GetWeaponAccuracy ( WeaponID, FireModeIndex ) -- Get accuracy value of weapo">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetReloadQuantity" func="yes">
		<Overload retVal="number" descr="GetWeaponReloadQuantity ( WeaponID, FireModeIndex ) -- Get reload quantity value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetFireIterations" func="yes">
		<Overload retVal="number" descr="GetWeaponFireIterations ( WeaponID, FireModeIndex ) -- Get shot iterations value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponRange" func="yes">
		<Overload retVal="number" descr="GetWeaponRange ( WeaponID, FireModeIndex ) -- Get range value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponDropoff" func="yes">
		<Overload retVal="number" descr="GetWeaponDropoff ( WeaponID, FireModeIndex ) -- Get dropoff value of weapon">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetWeaponSpotLighting" func="yes">
		<Overload retVal="number" descr="GetWeaponSpotLighting ( WeaponID, FireModeIndex ) -- Get whether weapon uses spot light effect">
			<Param name="number weaponid" />
			<Param name="number firemodeindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="WrapAngle" func="yes">
		<Overload retVal="number" descr="WrapAngle ( Angle, Dest, Smoothing ) will smoothly change Angle to Dest, returning in V. Smoothing 0 to 1.">
			<Param name="number angle" />
			<Param name="number dest" />
			<Param name="number smoothing" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCameraOverride" func="yes">
		<Overload retVal="" descr="SetCameraOverride ( i ) where i is 0-off, 1-position only, 2-angle only, 3-position and angle">
			<Param name="number i" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCameraPosition" func="yes">
		<Overload retVal="" descr="SetCameraPosition ( c, x, y, z ) where c should be zero and XYZ are 3D coordinates">
			<Param name="number c" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetCameraAngle" func="yes">
		<Overload retVal="" descr="SetCameraAngle ( c, x, y, z ) where c should be zero and XYZ are euler angles">
			<Param name="number c" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCameraPositionX" func="yes">
		<Overload retVal="number" descr="v=GetCameraPositionX ( c ) where V is the X coordinate of the specified camera">
			<Param name="number camera" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCameraPositionY" func="yes">
		<Overload retVal="number" descr="v=GetCameraPositionX ( c ) where V is the Y coordinate of the specified camera">
			<Param name="number camera" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCameraPositionZ" func="yes">
		<Overload retVal="number" descr="v=GetCameraPositionX ( c ) where V is the Z coordinate of the specified camera">
			<Param name="number camera" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCameraAngleX" func="yes">
		<Overload retVal="number" descr="v=GetCameraAngleX ( c ) where V is the X angle of the specified camera">
			<Param name="number camera" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCameraAngleY" func="yes">
		<Overload retVal="number" descr="v=GetCameraAngleX ( c ) where V is the Y angle of the specified camera">
			<Param name="number camera" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCameraAngleZ" func="yes">
		<Overload retVal="number" descr="v=GetCameraAngleX ( c ) where V is the Z angle of the specified camera">
			<Param name="number camera" />
		</Overload>
		</KeyWord>
		<KeyWord name="ForcePlayer" func="yes">
		<Overload retVal="" descr="ForcePlayer ( angle, velocity ) where angle is the angle and physics velocity to push the player">
			<Param name="number angle" />
			<Param name="number velocity" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="SetEntityActive" func="yes">
		<Overload retVal="" descr="SetEntityActive ( e, active flag ) -- Sets the entity data directly, e is entity index">
			<Param name="entity e" />
			<Param name="number active" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetEntityActivated" func="yes">
		<Overload retVal="" descr="SetEntityActivated ( e, activated flag ) -- Sets the entity data directly, e is entity index">
			<Param name="entity e" />
			<Param name="number active" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetEntityCollected" func="yes">
		<Overload retVal="" descr="SetEntityCollected ( e, collected flag ) -- Sets the entity data directly, e is entity index">
			<Param name="entity e" />
			<Param name="number collected" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetEntityHasKey" func="yes">
		<Overload retVal="" descr="SetEntityHasKey ( e, haskey flag ) -- Sets the entity data directly, e is entity index">
			<Param name="entity e" />
			<Param name="number active" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="GetEntityVisibility" func="yes">
		<Overload retVal="" descr="vis = GetEntityVisibility ( e ) -- where e is the entity number and return vis (0-hidden,1-shown)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityActive" func="yes">
		<Overload retVal="" descr="GetEntityActive ( e ) -- returns 1 if the entity is active and not in process of dying">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityPositionX" func="yes">
		<Overload retVal="number" descr="x = GetEntityPositionX ( e ) -- where e is the entity number and returns the X position">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityPositionY" func="yes">
		<Overload retVal="number" descr="y = GetEntityPositionY ( e ) -- where e is the entity number and returns the Y position">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityPositionZ" func="yes">
		<Overload retVal="number" descr="z = GetEntityPositionZ ( e ) -- where e is the entity number and returns the Z position">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityAngleX" func="yes">
		<Overload retVal="number" descr="x = GetEntityAngleX ( e ) -- where e is the entity number and returns the X angle">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityAngleY" func="yes">
		<Overload retVal="number" descr="y = GetEntityAngleY ( e ) -- where e is the entity number and returns the Y angle">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityAngleZ" func="yes">
		<Overload retVal="number" descr="z = GetEntityAngleZ ( e ) -- where e is the entity number and returns the Z angle">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAnimationSpeed" func="yes">
		<Overload retVal="number" descr="speed = GetAnimationSpeed ( e ) -- where e is the entity number and speed is the ANIMSPEED of the entity">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAnimationSpeedModulation" func="yes">
		<Overload retVal="" descr="SetAnimationSpeedModulation ( e, speed ) -- where e is the entity number and speed is animation speed modulator">
			<Param name="entity e" />
			<Param name="number speed" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAnimationSpeedModulation" func="yes">
		<Overload retVal="number" descr="speed = GetAnimationSpeedModulation ( e ) -- where e is the entity number and speed is the animation speed modulator">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetMovementDelta" func="yes">
		<Overload retVal="number" descr="delta = GetMovementDelta ( e ) -- where e is the entity number and delta is the movement distance since the last cycle">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="GetEntitySpawnAtStart" func="yes">
		<Overload retVal="number" descr="state = GetEntitySpawnAtStart ( e ) -- returns the state of the spawn (0-dont spawn at start, 1-spawn at start, 2-spawned during game)">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityFilePath" func="yes">
		<Overload retVal="string" descr="string = GetEntityFilePath ( e ) -- returns the entity file path to be used for helping inventory image systems">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityAnimStart" func="yes">
		<Overload retVal="number" descr="frame = GetEntityAnimationStart ( e, animsetindex ) -- returns frame (Y) stored in FPE under animX = Y,Z where X is animsetindex">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetEntityAnimFinish" func="yes">
		<Overload retVal="number" descr="frame = GetEntityAnimationFinish ( e, animsetindex ) -- returns frame (Z) stored in FPE under animX = Y,Z where X is animsetindex">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAmmoClipMax" func="yes">
		<Overload retVal="number" descr="ammoclipmax = GetAmmoClipMax ( e ) -- returns the maximum units per ammo clip for the held weapon of the entity">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAmmoClip" func="yes">
		<Overload retVal="number" descr="ammoclip = GetAmmoClip ( e ) -- returns the current ammo in clip for the held weapon of the entity">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetAmmoClip" func="yes">
		<Overload retVal="" descr="SetAmmoClip ( e, ammoquantity ) -- sets the ammo clip quantity for the held weapon of the entity">
			<Param name="entity e" />
			<Param name="number quantity" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="FreezeEntity" func="yes">
		<Overload retVal="" descr="FreezeEntity ( e, mode ) -- where e is the entity index and mode is reserved. Will freeze entity physics position">
			<Param name="entity e" />
			<Param name="number mode" />
		</Overload>
		</KeyWord>
		<KeyWord name="UnFreezeEntity" func="yes">
		<Overload retVal="" descr="UnFreezeEntity ( e ) -- where e is the entity index to be unfrozen from a previous call to FreezeEntity">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="GetTerrainHeight" func="yes">
		<Overload retVal="number" descr="y = GetTerrainHeight(x,z) -- where X and Z are the coordinates on the terrain you want the height from">
			<Param name="number x" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="AA" func="yes">
		<Overload retVal="" descr="">
			<Param name="" />
		</Overload>
		</KeyWord>
		

		<KeyWord name="GetFogNearest" func="yes">
		<Overload retVal="number" descr="value = GetFogNearest ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetFogDistance" func="yes">
		<Overload retVal="number" descr="value = GetFogDistance ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetFogRed" func="yes">
		<Overload retVal="number" descr="value = GetFogRed ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetFogGreen" func="yes">
		<Overload retVal="number" descr="value = GetFogGreen ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetFogBlue" func="yes">
		<Overload retVal="number" descr="value = GetFogBlue ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetFogIntensity" func="yes">
		<Overload retVal="number" descr="value = GetFogIntensity ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAmbienceIntensity" func="yes">
		<Overload retVal="number" descr="value = GetAmbienceIntensity ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAmbienceRed" func="yes">
		<Overload retVal="number" descr="value = GetAmbienceRed ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAmbienceGreen" func="yes">
		<Overload retVal="number" descr="value = GetAmbienceGreen ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetAmbienceBlue" func="yes">
		<Overload retVal="number" descr="value = GetAmbienceBlue ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetSurfaceRed" func="yes">
		<Overload retVal="number" descr="value = GetSurfaceRed ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetSurfaceGreen" func="yes">
		<Overload retVal="number" descr="value = GetSurfaceGreen ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetSurfaceBlue" func="yes">
		<Overload retVal="number" descr="value = GetSurfaceBlue ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetSurfaceIntensity" func="yes">
		<Overload retVal="number" descr="value = GetSurfaceIntensity ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPostVignetteRadius" func="yes">
		<Overload retVal="number" descr="value = GetPostVignetteRadius ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPostVignetteIntensity" func="yes">
		<Overload retVal="number" descr="value = GetPostVignetteIntensity ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPostMotionDistance" func="yes">
		<Overload retVal="number" descr="value = GetPostMotionDistance ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPostMotionIntensity" func="yes">
		<Overload retVal="number" descr="value = GetPostMotionIntensity ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPostDepthOfFieldDistance" func="yes">
		<Overload retVal="number" descr="value = GetPostDepthOfFieldDistance ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPostDepthOfFieldIntensity" func="yes">
		<Overload retVal="number" descr="value = GetPostDepthOfFieldIntensity ( ) -- gets the setting value currently used in the game">
			<Param name="" />
		</Overload>
		</KeyWord>



		<KeyWord name="GetImageWidth" func="yes">
		<Overload retVal="number" descr="myWidth = GetImageWidth ( 1 ) -- get percentage width of image">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetImageHeight" func="yes">
		<Overload retVal="number" descr="myHeight = GetImageHeight ( 1 ) -- get percentage height of image">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="LoadGlobalSound" func="yes">
		<Overload retVal="" descr="LoadGlobalSound ( filename, iID ) -- where iID is an index greater than zero and filename points to a WAV file in your game installation">
			<Param name="string filename" />
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="DeleteGlobalSound" func="yes">
		<Overload retVal="" descr="DeleteGlobalSound ( iID ) -- where iID is the index of the sound loaded in the load command">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="PlayGlobalSound" func="yes">
		<Overload retVal="" descr="PlayGlobalSound ( iID ) -- where iID is the index of the sound to be played">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="LoopGlobalSound" func="yes">
		<Overload retVal="" descr="LoopGlobalSound ( iID ) -- where iID is the index of the sound to be looped">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="StopGlobalSound" func="yes">
		<Overload retVal="" descr="StopGlobalSound ( iID ) -- where iID is the index of the sound to be stopped">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGlobalSoundSpeed" func="yes">
		<Overload retVal="" descr="SetGlobalSoundSpeed ( iID, speed ) -- where iID is the index of the sound to change the speed of">
			<Param name="number index" />
			<Param name="number speed" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGlobalSoundVolume" func="yes">
		<Overload retVal="" descr="SetGlobalSoundVolume ( iID, volume ) -- where iID is the index of the sound to change the volume of">
			<Param name="number index" />
			<Param name="number volume" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGlobalSoundExist" func="yes">
		<Overload retVal="number" descr="GetGlobalSoundExist ( iID ) -- where iID is the index of the sound to check existence of">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGlobalSoundPlaying" func="yes">
		<Overload retVal="number" descr="GetGlobalSoundPlaying ( iID ) -- where iID is the index of the sound to check if playing">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGlobalSoundLooping" func="yes">
		<Overload retVal="number" descr="GetGlobalSoundLooping ( iID ) -- where iID is the index of the sound to check if looping">
			<Param name="number index" />
		</Overload>
		</KeyWord>
<KeyWord name="PlayRawSound" func="yes">
		<Overload retVal="" descr="PlayRawSound ( iID ) -- where iID is the raw engine sound index">
			<Param name="number id" />
		</Overload>
		</KeyWord>
<KeyWord name="LoopRawSound" func="yes">
		<Overload retVal="" descr="LoopRawSound ( iID ) -- where iID is the raw engine sound index">
			<Param name="number id" />
		</Overload>
		</KeyWord>
<KeyWord name="StopRawSound" func="yes">
		<Overload retVal="" descr="StopRawSound ( iID ) -- where iID is the raw engine sound index">
			<Param name="number id" />
		</Overload>
		</KeyWord>
<KeyWord name="SetRawSoundVolume" func="yes">
		<Overload retVal="" descr="SetRawSoundVolume ( iID, iVolume ) -- where iID is the raw engine sound index and iVolume from 0 to 100">
			<Param name="number id" />
			<Param name="number volume" />
		</Overload>
		</KeyWord>
<KeyWord name="RawSoundExist" func="yes">
		<Overload retVal="" descr="iFlag = RawSoundExist ( iID ) -- where iID is the raw engine sound index">
			<Param name="number id" />
		</Overload>
		</KeyWord>
<KeyWord name="RawSoundPlaying" func="yes">
		<Overload retVal="" descr="iFlag = RawSoundPlaying ( iID ) -- where iID is the raw engine sound index">
			<Param name="number id" />
		</Overload>
		</KeyWord>
<KeyWord name="GetTimeElapsed" func="yes">
		<Overload retVal="number" descr="delta = GetTimeElapsed() -- returns the float time slice of the current game cycle">
			<Param name="" />
		</Overload>
		</KeyWord>


		<KeyWord name="SetGamePlayerControlJetpackMode" func="yes">
		<Overload retVal="" descr="SetGamePlayerControlJetpackMode ( iValue ) -- sets the player control data to specified value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGamePlayerControlJetpackMode" func="yes">
		<Overload retVal="number" descr="iValue = GetGamePlayerControlJetpackMode() -- gets the specified player control data value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGamePlayerControlJetpackFuel" func="yes">
		<Overload retVal="" descr="SetGamePlayerControlJetpackFuel ( iValue ) -- sets the player control data to specified value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGamePlayerControlJetpackFuel" func="yes">
		<Overload retVal="number" descr="iValue = GetGamePlayerControlJetpackFuel() -- gets the specified player control data value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGamePlayerControlJetpackHidden" func="yes">
		<Overload retVal="" descr="SetGamePlayerControlJetpackHidden ( iValue ) -- sets the player control data to specified value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGamePlayerControlJetpackHidden" func="yes">
		<Overload retVal="number" descr="iValue = GetGamePlayerControlJetpackHidden() -- gets the specified player control data value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGamePlayerControlJetpackCollected" func="yes">
		<Overload retVal="" descr="SetGamePlayerControlJetpackCollected ( iValue ) -- sets the player control data to specified value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGamePlayerControlJetpackCollected" func="yes">
		<Overload retVal="number" descr="iValue = GetGamePlayerControlJetpackCollected() -- gets the specified player control data value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGamePlayerControlSoundStartIndex" func="yes">
		<Overload retVal="" descr="SetGamePlayerControlSoundStartIndex ( iValue ) -- sets the player control data to specified value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGamePlayerControlSoundStartIndex" func="yes">
		<Overload retVal="number" descr="iValue = GetGamePlayerControlSoundStartIndex() -- gets the specified player control data value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGamePlayerControlJetpackParticleEmitterIndex" func="yes">
		<Overload retVal="" descr="SetGamePlayerControlJetpackParticleEmitterIndex ( iValue ) -- sets the player control data to specified value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGamePlayerControlJetpackParticleEmitterIndex" func="yes">
		<Overload retVal="number" descr="iValue = GetGamePlayerControlJetpackParticleEmitterIndex() -- gets the specified player control data value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetGamePlayerControlJetpackThrust" func="yes">
		<Overload retVal="" descr="SetGamePlayerControlJetpackThrust ( iValue ) -- sets the player control data to specified value">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGamePlayerControlJetpackThrust" func="yes">
		<Overload retVal="number" descr="iValue = GetGamePlayerControlJetpackThrust() -- gets the specified player control data value">
			<Param name="number index" />
		</Overload>
		</KeyWord>

		<KeyWord name="ParticlesGetFreeEmitter" func="yes">
		<Overload retVal="iEmitterID =" descr="-- returns the index of a free particle emitter object">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="ParticlesAddEmitter" func="yes">
		<Overload retVal="" descr="ParticlesAddEmitter(animationSpeed,startsOffRandomAngle,offsetMinX,offsetMinY,offsetMinZ,offsetMaxX,offsetMaxY,offsetMaxZ,&#x0a;scaleStartMin,scaleStartMax,scaleEndMin,scaleEndMax,movementSpeedMinX,movementSpeedMinY,movementSpeedMinZ,movementSpeedMaxX,&#x0a;movementSpeedMaxY,movementSpeedMaxZ,rotateSpeedMinZ,rotateSpeedMaxZ,lifeMin,lifeMax,alphaStartMin,alphaStartMax,&#x0a;alphaEndMin,alphaEndMax,frequency) -- create a particle emitter under the index iEmitterID and specified parameters">
			<Param name="number animationSpeed" />
			<Param name="number startsOffRandomAngle" />
			<Param name="number offsetMinX" />
			<Param name="number offsetMinY" />
			<Param name="number offsetMinZ" />
			<Param name="number offsetMaxX" />
			<Param name="number offsetMaxY" />
			<Param name="number offsetMaxZ" />
			<Param name="number scaleStartMin" />
			<Param name="number scaleStartMax" />
			<Param name="number scaleEndMin" />
			<Param name="number scaleEndMax" />
			<Param name="number movementSpeedMinX" />
			<Param name="number movementSpeedMinY" />
			<Param name="number movementSpeedMinZ" />
			<Param name="number movementSpeedMaxX" />
			<Param name="number movementSpeedMaxY" />
			<Param name="number movementSpeedMaxZ" />
			<Param name="number rotateSpeedMinZ" />
			<Param name="number rotateSpeedMaxZ" />
			<Param name="number lifeMin" />
			<Param name="number lifeMax" />
			<Param name="number alphaStartMin" />
			<Param name="number alphaStartMax" />
			<Param name="number alphaEndMin" />
			<Param name="number alphaEndMax" />
			<Param name="number frequency" />
		</Overload>
		</KeyWord>
		<KeyWord name="ParticlesDeleteEmitter" func="yes">
		<Overload retVal="" descr="ParticlesDeleteEmitter ( iEmitterID ) -- delete a particle emitter under index iEmitterID">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetFont" func="yes">
		<Overload retVal="" descr="SetFont ( myFont : 1) To change in game font. Fonts 1-3 are the default ones used.&#x0a;
NOTE: You can place your texture atlas bitmap font file in the Files\fontbank\ folder with the name FPSCR-Font-XX.png &#x0a; where XX is the unique name for your font. When you want to use it, simply call the command SetFont ( 'XX', YY )&#x0a; where XX is the unique name above and YY is the index you want to 'overwrite'. Remember to include the 'FPSCR-Font-XX-Subimages.fnt'&#x0a; file which describes the coordinates within the texture atlas image for the specific bitmap fonts contained therein.">
			<Param name="string myFont"/>
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetFirstEntitySpawn" func="yes">
		<Overload retVal="number" descr="GetFirstEntitySpawn() -- useful for scripts (such as the radar) that need to deal with entities that can come into existence at any time (returns 0 if no new entity)">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetNextEntitySpawn" func="yes">
		<Overload retVal="number" descr="GetNextEntitySpawn: GetNextEntitySpawn() -- returns the next new spawn in the list, 0 if the end of the list is reached">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetDeviceWidth" func="yes">
		<Overload retVal="number" descr="GetDeviceWidth() -- returns the display width in pixels">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetDeviceHeight" func="yes">
		<Overload retVal="number" descr="GetDeviceHeight() -- returns the current display height in pixels">
			<Param name="" />
		</Overload>
		</KeyWord>
		
		<KeyWord name="GetKeyState" func="yes">
			<Overload retVal="x =" descr="returns 1 in x when keycode specified in y is pressed">
				<Param name=" y " />
			</Overload>
		</KeyWord>
		
		<KeyWord name="Timer" func="yes">
		<Overload retVal="number" descr="x=Timer() -- returns the global time in milliseconds since the system started">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="MouseMoveX" func="yes">
		<Overload retVal="number" descr="x=MouseMoveX() -- returns the mouse delta since the last time it was called">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="MouseMoveY" func="yes">
		<Overload retVal="number" descr="y=MouseMoveY() -- returns the mouse delta since the last time it was called">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetDesktopWidth" func="yes">
		<Overload retVal="number" descr="GetDesktopWidth() -- returns the current desktop width">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetDesktopHeight" func="yes">
		<Overload retVal="number" descr="GetDesktopHeight() -- returns the current desktop height">
			<Param name="number index" />
		</Overload>
		</KeyWord>
		<KeyWord name="CurveValue" func="yes">
		<Overload retVal="number" descr="x=CurveValue(dest,current,smooth) -- returns the smoothed value based on the smooth factor">
			<Param name="unknown dest" />
			<Param name="unknown current" />
			<Param name="number smooth" />
		</Overload>
		</KeyWord>
		<KeyWord name="CurveAngle" func="yes">
		<Overload retVal="number" descr="a=CurveAngle(dest,current,smooth) -- as CurveValue but handles angles from 0-360 degrees">
			<Param name="unknown dest" />
			<Param name="unknown current" />
			<Param name="number smooth" />
		</Overload>
		</KeyWord>
		<KeyWord name="PositionMouse" func="yes">
		<Overload retVal="" descr="PositionMouse(x,y) -- repositions the hardware mouse pointer in real-time">
			<Param name="number x" />
			<Param name="number y" />

		</Overload>
		</KeyWord>
		<KeyWord name="GetCharacterControllerDucking" func="yes">
		<Overload retVal="number" descr="x=GetCharacterControllerDucking() -- returns 1 if the player has been forced to duck">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="WrapValue" func="yes">
		<Overload retVal="number" descr="x=WrapValue(y) -- takes the value y and wraps it to an angle between 0-360 degrees">
			<Param name="number y" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetElapsedTime" func="yes">
		<Overload retVal="number" descr="x=GetElapsedTime() -- returns the elapsed delta time since the last game cycle">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlrObjectPositionX" func="yes">
		<Overload retVal="number" descr="x=GetPlrObjectPositionX() -- returns the raw x position of the visible player object">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlrObjectPositionY" func="yes">
		<Overload retVal="number" descr="x=GetPlrObjectPositionY() -- returns the raw y position of the visible player object">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlrObjectPositionZ" func="yes">
		<Overload retVal="number" descr="x=GetPlrObjectPositionZ() -- returns the raw z position of the visible player object">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlrObjectAngleX" func="yes">
		<Overload retVal="number" descr="x=GetPlrObjectAngleX() -- returns the raw x angle of the visible player object">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlrObjectAngleY" func="yes">
		<Overload retVal="number" descr="x=GetPlrObjectAngleY() -- returns the raw y angle of the visible player object">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetPlrObjectAngleZ" func="yes">
		<Overload retVal="number" descr="x=GetPlrObjectAngleZ() -- returns the raw z angle of the visible player object">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetGroundHeight" func="yes">
		<Overload retVal="number" descr="y=GetGroundHeight(x,z) -- returns the terrain height of the coordinates specified by x and z">
			<Param name="number x" />
			<Param name="number y" />

		</Overload>
		</KeyWord>
		<KeyWord name="NewXValue" func="yes">
		<Overload retVal="number" descr="x=NewXValue(current,angle,distance) -- projects a new x position from the specified angle and distance ">
			<Param name="number current" />
			<Param name="number angle" />
			<Param name="number distance" />
		</Overload>
		</KeyWord>
		<KeyWord name="NewZValue" func="yes">
		<Overload retVal="number" descr="z=NewZValue(current,angle,distance) -- projects a new z position from the specified angle and distance">
			<Param name="number current" />
			<Param name="number angle" />
			<Param name="number distance" />
		</Overload>
		</KeyWord>
 		<KeyWord name="ControlDynamicCharacterController" func="yes">
		<Overload retVal="" descr="ControlDynamicCharacterController(iObj, -- controls the physics capsule of the playerx">
			<Param name="number fAngleY" />
			<Param name="number fAngleX" />
			<Param name="number fSpeed" />
			<Param name="number fJump" />
			<Param name="number fDucking" />
			<Param name="number fPushAngle" />
			<Param name="number fPushForce" />
			<Param name="number fThrustUpwards" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCharacterHitFloor" func="yes">
		<Overload retVal="number" descr="x=GetCharacterHitFloor() -- returns a value if the player hits the floor">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetCharacterFallDistance" func="yes">
		<Overload retVal="number" descr="x=GetCharacterFallDistance() -- returns the distance the player fell when it hit the floor">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="RayTerrain" func="yes">
		<Overload retVal="r =" descr="-- returns 1 if the ray cast hits the terrain geometry">
			<Param name=" x,y,z,x2,y2,z2 " />
		</Overload>
		</KeyWord>
		<KeyWord name="GetRayCollisionX" func="yes">
		<Overload retVal="x =" descr="-- returns the X position of the terrain hit position">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetRayCollisionY" func="yes">
		<Overload retVal="y =" descr="-- returns the Y position of the terrain hit position">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord  name="GetRayCollisionZ" func="yes">
		<Overload retVal="z =" descr="-- returns the Z position of the terrain hit position">
			<Param name="" />
		</Overload>
		</KeyWord>
<!--IntersectAll: x=IntersectAll(x1,y1,z1,x2,y2,z2,IgnoreObj) -- returns 1 if the ray cast hits entity or lightmapped geometry-->
		<KeyWord name="IntersectAll" func="yes">
		<Overload retVal="x =" descr="-- returns 1 if the ray cast hits entity or lightmapped geometry">
			<Param name="x" />
			<Param name="y" />
			<Param name="z" />
			<Param name="x2" />
			<Param name="y2" />
			<Param name="z2" />
			<Param name="IgnoreObj" />
			</Overload>
		</KeyWord>
		<KeyWord name="GetIntersectCollisionX" func="yes">
		<Overload retVal="number" descr="x=GetIntersectCollisionX() -- returns the X position of the entity hit position">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetIntersectCollisionY" func="yes">
		<Overload retVal="number" descr="y=GetIntersectCollisionY() -- returns the Y position of the entity hit position">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetIntersectCollisionZ" func="yes">
		<Overload retVal="number" descr="z=GetIntersectCollisionZ() -- returns the Z position of the entity hit position">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="PositionCamera" func="yes">
		<Overload retVal="" descr="PositionCamera(cam,x,y,z) -- positions the specified camera at the xyz position">
			<Param name="number index" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="PointCamera" func="yes">
		<Overload retVal="" descr="PointCamera(cam,x,y,z) -- angles the specified camera towards the xyz position">
			<Param name="number index" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="MoveCamera" func="yes">
		<Overload retVal="" descr="MoveCamera(cam,step) -- moves the specified camera at its current angle by the step amount">
			<Param name="number cam" />
			<Param name="number step" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetObjectExist" func="yes">
		<Overload retVal="number" descr="x=GetObjectExist(obj) -- returns if the specified objext exists">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetObjectFrame" func="yes">
		<Overload retVal="" descr="SetObjectFrame(obj,x) -- sets the animation frame of the specified object ">
			<Param name="entity e" />
			<Param name="number x" />
			</Overload>
		</KeyWord>
		<KeyWord name="GetObjectFrame" func="yes">
		<Overload retVal="number" descr="x=GetObjectFrame(obj) -- returns the animation frame of the specified object ">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetObjectSpeed" func="yes">
		<Overload retVal="" descr="SetObjectSpeed(obj,x) -- sets the animation speed of the specified object ">
			<Param name="entity e" />
			<Param name="number x" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetObjectSpeed" func="yes">
		<Overload retVal="number" descr="x=GetObjectSpeed(obj) -- returns the animation speed of the specified object ">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="PositionObject" func="yes">
		<Overload retVal="" descr="PositionObject(obj,x,y,z) -- sets the position of the specified object">
			<Param name="entity e" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="RotateObject" func="yes">
		<Overload retVal="" descr="RotateObject(obj,x,y,z) -- sets the angle of the specified object">
			<Param name="entity e" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetObjectAngleX" func="yes">
		<Overload retVal="number" descr="x=GetObjectAngleX(obj) -- returns the X position of the specified object">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetObjectAngleY" func="yes">
		<Overload retVal="number" descr="y=GetObjectAngleY(obj) -- returns the Y position of the specified object">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetObjectAngleZ" func="yes">
		<Overload retVal="number" descr="z=GetObjectAngleZ(obj) -- returns the Z position of the specified object">
			<Param name="entity e" />
		</Overload>
		</KeyWord>
		<KeyWord name="RunCharLoop" func="yes">
		<Overload retVal="number" descr="RunCharLoop() -- runs the legacy animation system to control character index GetGamePlayerStateCharAnimIndex()">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="TriggerWaterRipple" func="yes">
		<Overload retVal="" descr="TriggerWaterRipple(x,y,z) -- triggers a ripple decal animation at the xyz position ">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord> 
		<KeyWord name="PlayFootfallSound" func="yes">
		<Overload retVal="number" descr="snd=PlayFootfallSound(type,x,y,z,lastsnd) -- triggers footfall sound and returns raw sound index used">
			<Param name="number type" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
			<Param name="number lastsnd" />
		</Overload>
		</KeyWord>
		<KeyWord name="ResetUnderwaterState" func="yes">
		<Overload retVal="" descr="ResetUnderwaterState() -- resets the underwater sub-system when player emerges from water">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetUnderwaterOn" func="yes">
		<Overload retVal="" descr="SetUnderwaterOn() -- use this when the player goes underwater for visual changes">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="SetUnderwaterOff" func="yes">
		<Overload retVal="" descr="SetUnderwaterOff() -- use this when the player goes above water for visual changes">
			<Param name="" />
		</Overload>
		</KeyWord>

		<KeyWord name="AIEntityGoToPosition" func="yes">
		<Overload retVal="" descr="AIEntityGoToPosition(obj,x,z) -- where obj is the object number of the entity.Use this for legacy AI bot movement">
			<Param name="entity obj" />
			<Param name="number x" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIEntityGoToPosition" func="yes">
		<Overload retVal="" descr="AIEntityGoToPosition(obj,x,z,containerindex) -- where obj is the object number of the entity. New decoupled AI bot manual control">
			<Param name="entity obj" />
			<Param name="number x" />
			<Param name="number z" />
			<Param name="number containerindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AISetEntityControl" func="yes">
		<Overload retVal="" descr="AISetEntityControl(obj,controlmode) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
			<Param name="number controlmode" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIEntityStop" func="yes">
		<Overload retVal="" descr="AIEntityStop(obj) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetEntityCanSee" func="yes">
		<Overload retVal="" descr="AIGetEntityCanSee(obj,x,z,groundflag) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number groundflag" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetEntityViewRange" func="yes">
		<Overload retVal="" descr="AIGetEntityViewRange(obj) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetEntityHeardSound" func="yes">
		<Overload retVal="" descr="AIGetEntityHeardSound(obj) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
		</Overload>
		</KeyWord>
		<KeyWord name="AICouldSee" func="yes">
		<Overload retVal="" descr="AICouldSee(obj,x,y,z) -- where obj is the object number of the entity. XYZ of the point in space tested line of sight by the AI">
			<Param name="entity obj" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetEntityIsMoving" func="yes">
		<Overload retVal="number" descr="AIGetEntityIsMoving(obj) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
		</Overload>
		</KeyWord>
		<KeyWord name="AISetEntityPosition" func="yes">
		<Overload retVal="" descr="AISetEntityPosition(obj,x,y,z) -- where obj is the object number of the entity and XYZ are the new coordinates">
			<Param name="entity obj" />
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
		</Overload>
		</KeyWord>
		<KeyWord name="AISetEntityTurnSpeed" func="yes">
		<Overload retVal="" descr="AISetEntityTurnSpeed(obj,speed) -- where obj is the object number and speed is the turning speed for navigating entities">
			<Param name="entity obj" />
			<Param name="number speed" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetEntitySpeed" func="yes">
		<Overload retVal="number" descr="speed = AIGetEntitySpeed(obj) -- where obj is the object number of the entity and returns the movement speed of the entity">
			<Param name="entity obj" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetTotalPaths" func="yes">
		<Overload retVal="number" descr="AIGetTotalPaths() -- returns the number of created paths">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetPathCountPoints" func="yes">
		<Overload retVal="number" descr="AIGetPathCountPoints(pathnumber) -- where pathnumber is the internal number of the path">
			<Param name="number pathnumber" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIPathGetPointX" func="yes">
		<Overload retVal="number" descr="AIPathGetPointX(pathnumber,pointindex) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="number pathnumber" />
			<Param name="number pointindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIPathGetPointY" func="yes">
		<Overload retVal="number" descr="AIPathGetPointY(pathnumber,pointindex) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="number pathnumber" />
			<Param name="number pointindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIPathGetPointZ" func="yes">
		<Overload retVal="number" descr="AIPathGetPointZ(pathnumber,pointindex) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="number pathnumber" />
			<Param name="number pointindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetTotalCover" func="yes">
		<Overload retVal="number" descr="AIGetTotalCover() -- returns the number of created cover zones">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="AICoverGetPointX" func="yes">
		<Overload retVal="number" descr="AICoverGetPointX(coverindex) -- where coverindex is the index of the cover marker and returns the X position">
				<Param name="number coverindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AICoverGetPointY" func="yes">
		<Overload retVal="number" descr="AICoverGetPointY(coverindex) -- where coverindex is the index of the cover marker and returns the Y position">
				<Param name="number coverindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AICoverGetPointZ" func="yes">
		<Overload retVal="number" descr="AICoverGetPointZ(coverindex) -- where coverindex is the index of the cover marker and returns the Z position">
			<Param name="number coverindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AICoverGetAngle" func="yes">
		<Overload retVal="number" descr="AICoverGetAngle(coverindex) -- where coverindex is the index of the cover marker and returns the Y angle position">
				<Param name="number coverindex" />
		</Overload>
		</KeyWord>
		<KeyWord name="AICoverGetIfUsed" func="yes">
		<Overload retVal="number" descr="AICoverGetIfUsed(coverindex) -- where coverindex is the index of the cover marker and returns string from IFUSED field">
			<Param name="number coverindex" />
		</Overload>
		</KeyWord>

		<KeyWord name="AIEntityAssignPatrolPath" func="yes">
		<Overload retVal="" descr="AIEntityAssignPatrolPath(obj,pathid) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
			<Param name="number pathid" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIEntityAddTarget" func="yes">
		<Overload retVal="" descr="AIEntityAddTarget(obj,targetid) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
			<Param name="number targetid" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIEntityRemoveTarget" func="yes">
		<Overload retVal="" descr="AIEntityRemoveTarget(obj,targetid) -- where obj is the object number of the entity. See DarkAI docs for parameter ">
			<Param name="entity obj" />
			<Param name="number targetid" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIEntityMoveToCover" func="yes">
		<Overload retVal="" descr="AIEntityMoveToCover(obj,x,z) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
			<Param name="number x" />
			<Param name="number y" />
		</Overload>
		</KeyWord>
		<KeyWord name="AIGetEntityCanFire" func="yes">
		<Overload retVal="number" descr="AIGetEntityCanFire(obj) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions">
			<Param name="entity obj" />
		</Overload>
		</KeyWord>

		<KeyWord name="GetHeadTracker" func="yes">
		<Overload retVal="number" descr="GetHeadTracker() -- returns a value of one if the head tracker is connected">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="ResetHeadTracker" func="yes">
		<Overload retVal="" descr="ResetHeadTracker() -- resets the tracker to signal device is facing forward">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetHeadTrackerPitch" func="yes">
		<Overload retVal="number" descr="GetHeadTrackerPitch() - returns the pitch of the head tracker if attached">
			<Param name="" />
		</Overload>
		</KeyWord>
		<KeyWord name="GetHeadTrackerRoll" func="yes">
		<Overload retVal="number" descr="GetHeadTrackerRoll() - returns the roll of the head tracker if attached">
			<Param name="" />
		</Overload>
		</KeyWord>

		<KeyWord name="Prompt3D" func="yes">
		<Overload retVal="" descr="Prompt3D(text,duration) -- renders a 3D text panel in front of camera showing 'text'">
			<Param name="string text" />
			<Param name="number duration" />
		</Overload>
		</KeyWord>
		<KeyWord name="PositionPrompt3D" func="yes">
		<Overload retVal="" descr="PositionPrompt3D(x,y,z,angle) -- repositions 3D text panel to any XYZ world coordinate">
			<Param name="number x" />
			<Param name="number y" />
			<Param name="number z" />
			<Param name="number angle" />
		</Overload>
		</KeyWord>

		<KeyWord name="ScaleObject" func="yes">\
			<Overload retVal="" descr="Scales object in all axis (Note: uses object id not entity!">
				<Param name="obj" />
				<Param name="x" />
				<Param name="y" />
				<Param name="z" />
			</Overload>
		</KeyWord>
		
		<KeyWord name="SetSkyTo" func="yes">
			<Overload retVal="" descr="where (str) is the folder name of the sky you want to change to">
				<Param name="str" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetObjectPosAng" func="yes">
			<Overload retVal="x, y, z, Ax, Ay, Az =" descr="GetObjectPosAng( obj ) -- returns position and Euler angles of object. Replace un-needed value with underscore">
				<Param name="obj number" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetEntityPosAng" func="yes">
			<Overload retVal="x, y, z, Ax, Ay, Az =" descr="GetEntityPosAng( e ) -- returns position and Euler angles of entity. Replace un-needed value with underscore">
				<Param name="entity number" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetObjectScales" func="yes">
			<Overload retVal="xs, ys, zs =" descr="GetObjectScales( obj ) -- returns scale values of object in all axis (Note: uses object id not entity. Replace un-needed value with underscore">
				<Param name="object number" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetEntityWeight" func="yes">
			<Overload retVal="weight =" descr="GetEntityWeight( e ) -- returns the Physics weight value of the entity">
				<Param name="entity number" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetObjectColBox" func="yes">
			<Overload retVal="xmin, ymin, zmin, xmax, ymax, zmax =" descr="GetObjectColBox( obj ) -- returns collision cube of object.
			Collision box is defined by coordinates of two opposing corners, from these it is easy to calculate the size of the object">
				<Param name="object number" />
			</Overload>
		</KeyWord>
		
		<KeyWord name="GetEntityColBox" func="yes">
			<Overload retVal="xmin, ymin, zmin, xmax, ymax, zmax =" descr="GetEntityColBox( obj ) -- returns collision cube of entity Collision.
				Box is defined by coordinates of two opposing corners, from these it is easy to calculate the size of the object">
				<Param name="object number" />
			</Overload>
		</KeyWord>

<!--***** Lua control of dynamic light, you get the light number using entity e number then use that in the other light functions
***** for example; lightNum = GetEntityLightNumber( e )  then  x, y, z = GetLightPosition( lightNum )
GetEntityLightNumber : lightNum = GetEntityLightNumber( e ) -- returns the internal light number held by the entity-->
		<KeyWord name="GetEntityLightNumber" func="yes">
			<Overload retVal="lightNum =" descr="GetEntityLightNumber( e ) -- returns the internal light number held by the entity.
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the other light functions">
				<Param name="entity number" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetLightPosition" func="yes">
			<Overload retVal="x, y, z =" descr="GetLightPosition( lightNum ) -- returns the XYZ position of the dynamic light specified
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the this function">
				<Param name="light number" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetLightRGB" func="yes">
			<Overload retVal="r, g, b = " descr="GetLightRGB( lightNum ) -- returns the RGB color of the dynamic light specified
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the this function">
				<Param name="light number" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetLightRange" func="yes">
			<Overload retVal="range = " descr="GetLightRange ( lightNum ) -- returns the range value of the dynamic light specified
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the this function">
				<Param name="light number" />
			</Overload>
		</KeyWord>

  	<KeyWord name="SetLightPosition" func="yes">
			<Overload retVal="" descr="-- sets the new position of the specified dynamic light
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the this function">
				<Param name="lightNum, x, y, z" />
			</Overload>
		</KeyWord>
		
		<KeyWord name="SetLightAngle" func="yes">
			<Overload retVal="" descr="-- sets the angle vector of the specified light ( e.g. 0, 0, 1 would be 'North' or +Z axis
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the this function">
				<Param name=" lightNum, xv, yv, zv " />
			</Overload>
		</KeyWord>
		
		<KeyWord name="SetLightRGB" func="yes">
			<Overload retVal="" descr="-- sets the new color of the specified dynamic light
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the this function">
				<Param name=" lightNum, r, g, b " />
			</Overload>
		</KeyWord>
 
		<KeyWord name="SetLightRange" func="yes">
			<Overload retVal="" descr="-- sets the new range (1 to 10000) of the specified light
			    ***** Lua control of dynamic light, you get the light number using entity e 
			           number then use that in the this function">
				<Param name=" lightNum, range " />
			</Overload>
		</KeyWord>
<!--***Water Shader Settings*** Look into the shader for informations about these values(open effectbank/reloaded/water_basic.fx with i.e. notepad)-->
		<KeyWord name="SetWaterHeight" func="yes">
			<Overload retVal="" descr="-- sets the height of the water" >
				<Param name=" height value " />
			</Overload>
		</KeyWord>

		<KeyWord name="SetWaterColor" func="yes">
			<Overload retVal="" descr="-- sets color of water" >
				<Param name=" rgb val red,rgb val green,rgb val blue " />
			</Overload>
		</KeyWord>

		<KeyWord name="SetWaterWaveIntensity" func="yes">
			<Overload retVal="" descr="-- sets intensity of the wave the water is making" >
				<Param name=" percentage value " />
			</Overload>
		</KeyWord>

		<KeyWord name="SetWaterTransparancy" func="yes">
			<Overload retVal="" descr="-- sets water transparency" >
				<Param name=" percentage value " />
			</Overload>
		</KeyWord>

		<KeyWord name="SetWaterReflection" func="yes">
			<Overload retVal="" descr="-- sets how much reflections are on the water" >
				<Param name=" percentage value " />
			</Overload>
		</KeyWord>

		<KeyWord name="SetWaterReflectionSparkleIntensity" func="yes">
			<Overload retVal="" descr="-- sets the sparkle intensity of the reflection" >
				<Param name=" percentage value " />
			</Overload>
		</KeyWord>
 
		<KeyWord name="SetWaterFlowDirection" func="yes">
			<Overload retVal="" descr="-- small tip: -1 =east/north; 1=west/south - speed is a multiplier of the flowdirection(higher => fast flow" >
				<Param name=" x,y,speed) = " />
			</Overload>
		</KeyWord>

		<KeyWord name="SetWaterDistortionWaves" func="yes">
			<Overload retVal="" descr="-- sets the distortion of the wave" >
				<Param name=" percentage value " />
			</Overload>
		</KeyWord>

		<KeyWord name="SetRippleWaterSpeed" func="yes">
			<Overload retVal="" descr="-- sets the ripple water speed" >
				<Param name=" percentage value " />
			</Overload>
		</KeyWord>

<!--Description for the following Get water shader information is the same as the Set Values-->

		<KeyWord name="GetWaterHeight" func="yes">
			<Overload retVal="x = " descr="x is percentage of water height -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterWaveIntensity" func="yes">
			<Overload retVal="x = " descr="x is percentage of water wave intesity -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterShaderColorRed" func="yes">
			<Overload retVal="x = " descr="x is rgb value of red -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterShaderColorGreen" func="yes">
			<Overload retVal="x = " descr="x is rgb value of green -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterShaderColorBlue" func="yes">
			<Overload retVal="x = " descr="x is rgb value of blue -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterTransparancy" func="yes">
			<Overload retVal="x = " descr="x is percentage of water transparency  -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterReflection" func="yes">
			<Overload retVal="x = " descr="x is percentage of water reflection -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterReflectionSparkleIntensity" func="yes">
			<Overload retVal="x = " descr="x is percentage of water reflection sparkle -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterFlowDirectionX" func="yes">
			<Overload retVal="x = " descr="x is the water flow direction of x -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterFlowDirectionY" func="yes">
			<Overload retVal="x = " descr="x is the water flow direction of  y -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterFlowSpeed" func="yes">
			<Overload retVal="x = " descr="x is the water flow speed -- no parameter - speed is a multiplier of the flow direction(higher => fast flow">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetWaterDistortionWaves" func="yes">
			<Overload retVal="x = " descr="x is percentage of water distortion wave -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

		<KeyWord name="GetRippleWaterSpeed" func="yes">
			<Overload retVal="x = " descr="x is percentage of ripple water speed -- no parameter">
				<Param name="" />
			</Overload>
		</KeyWord>

	</AutoComplete>
</NotepadPlus>
