FANDOM


Sim

   Sim.<global>
       AddAgentConstantForce
           INFO: AddAgentConstantForce( xPos, zPos, radius, force )
       AddAgentFalloffForce
           INFO: AddAgentFalloffForce( xPos, zPos, radius, force )
       AddBuildRestriction
           INFO: AddBuildRestriction(army,category) - Add a category to the restricted list
       AddMarker
           INFO: AddMarker(type, position)
       ArmyGetHandicap
           INFO: army
       ArmyInitializePrebuiltUnits
           INFO: army
       ArmyIsCivilian
           INFO: ArmyIsCivilian(army)
       ArmyIsOutOfGame
           INFO: ArmyIsOutOfGame(army) -- return true if the indicated army has been defeated.
       AttachBeamEntityToEntity
           INFO: AttachBeamEntityToEntity(self, bone, other, bone, army, blueprint)
       AttachBeamToEntity
           INFO: AttachBeamToEntity(emitter, entity, tobone, army )
       AudioSetLanguage
           INFO: AudioSetLanguage(name)
       ChangeUnitArmy
           INFO: ChangeUnitArmy(unit,armyIndex) Change a unit's army
       CheatsEnabled
           INFO: Return true if cheats are enabled.  Logs the cheat attempt no matter what.
       CoordinateAttacks
           INFO: CoordinateAttacks
       CreateAimController
           INFO: CreateAimController(weapon, label, turretBone, [barrelBone], [muzzleBone])
       CreateAnimator
           INFO: CreateAnimator(unit) -- create a manipulator for playing animations
       CreateAttachLight
           INFO: lightHandle = CreateAttachLight( entity, boneName or boneIndex, radius, lightindex, fadeInTime, duration, fadeOutTime ) - Create a dynamic light source attach to an entity.
       CreateAttachedBeam
           INFO: CreateAttachedBeam(entity, bone, army, length, thickness, texture_filename)
       CreateAttachedEmitter
           INFO: CreateAttachedEmitter( entity, bone, army, emitter_blueprint, [returnLuaObj = true] )
       CreateAttachedEmitters
           INFO: CreateAttachedEmitters( entity, bone, army, table, [returnLuaObj = false], [scale], [offset] )
       CreateAttachedUnit
           INFO: blueprint, army, parent, attachBone, attachToBone
       CreateBeamEmitter
           INFO: emitter = CreateBeamEmitter(blueprint,army)
       CreateBeamEmitterOnEntity
           INFO: emitter = CreateBeamEmitterOnEntity(entity, tobone, army, blueprint )
       CreateBeamEntityToEntity
           INFO: CreateBeamEntityToEntity(entity, bone, other, bone, army, blueprint)
       CreateBeamToEntityBone
           INFO: CreateBeamToEntityBone(entity, bone, other, bone, army, thickness, texture_filename)
       CreateBuilderArmController
           INFO: CreateBuilderArmController(unit,turretBone, [barrelBone], [aimBone])
       CreateCollisionDetector
           INFO: CreateCollisionDetector(unit) -- create a collision detection manipulator
       CreateDecal
           INFO: handle = CreateDecal(position, heading, textureName1, textureName2, type, sizeX, sizeZ, lodParam, duration, army, [depth], [sortorder])
       CreateEconomyEvent
           INFO: event = CreateEconomyEvent(unit, energy, mass, timeInSeconds)
       CreateEmitterAtBone
           INFO: CreateEmitterAtBone(entity, bone, army, emitter_blueprint)
       CreateEmitterAtEntity
           INFO: CreateEmitterAtEntity(entity,army,emitter_bp_name)
       CreateEmitterOnEntity
           INFO: CreateEmitterOnEntity(entity,army,emitter_bp_name)
       CreateEmitterPositionVector
           INFO: CreateEmitterPositionVector(position,vector,army,emitter_blueprint)
       CreateEmittersAtBone
           INFO: CreateEmittersAtBone( entity, bone, army, table, [returnLuaObj = false], [scale], [offset] )
       CreateEmittersAtEntity
           INFO: CreateEmittersAtEntity( entity, army, table, [returnLuaObj = false], [scale], [offset] )
       CreateEmittersOnEntity
           INFO: CreateEmittersOnEntity( entity, army, table, [returnLuaObj = false] )
       CreateFootPlantController
           INFO: CreateFootPlantController(unit, footBone, kneeBone, hipBone, [straightLegs], [maxFootFall], [orientFoot], [orientFootAngleMax], [orientFootBlendHeight])
       CreateInitialArmyUnit
           INFO: CreateInitialArmyUnit(armyName, initialUnitName
       CreateLight
           INFO: lightHandle = CreateLight( position x, y, z, direction x, y, z, radius, lightindex, fadeInTime, duration, fadeOutTime ) - Create a dynamic light source.
       CreateLightParticle
           INFO: CreateLightParticle(entity, bone, army, size, lifetime, textureName, rampName)
       CreateProp
           INFO: CreateProp(location,prop_blueprint_id)
       CreatePropHPR
           INFO: blueprint, x, y, z, heading, pitch, roll
       CreatePropResource
           INFO: CreatePropResource(army, location, prop_blueprint_id, mass ,energy, time)
       CreateResourceDeposit
           INFO: type, x, y, z, size
       CreateRotator
           INFO: manip = CreateRotator(unit, bone, axis, [goal], [speed], [accel], [goalspeed])
       CreateSlaver
           INFO: manip = CreateSlaver(unit, dest_bone, src_bone)
                 Create a manipulator which copies the motion of src_bone onto dst_bone.Priority matters! Only manipulators which come before the slave manipulator will be copied.
       CreateSlider
           INFO: CreateSlider(unit, bone, [goal_x, goal_y, goal_z, [speed, [world_space]]])
       CreateSplat
           INFO: CreateSplat(position, heading, textureName, sizeX, sizeZ, lodParam, duration, army, [sortorder])
       CreateSplatOnBone
           INFO: CreateSplatOnBone(boneName, offset, textureName, sizeX, sizeZ, lodParam, duration, army)
                 Add a splat to the game at an entity bone position and heading.
       CreateStorageManip
           INFO: CreateStorageManip(unit, bone, resouceName, minX, minY, minZ, maxX, maxY, maxZ)
       CreateThrustController
           INFO: CreateThrustController(unit, label, thrustBone)
       CreateTrail
           INFO: CreateTrail(entity, bone, army, trail_blueprint)
       CreateTurnController
           INFO: CreateTurnController(unit, turnBone, invert)
       CreateUnit
           INFO: blueprint, army, tx, ty, tz, qx, qy, qz, qw, [layer], [createargs]
       CreateUnit2
           INFO: blueprint, army, layer, x, z, heading
       CreateUnitAtBone
           INFO: blueprint, army, parent, attachToBone
       CreateUnitHPR
           INFO: blueprint, army, x, y, z, pitch, yaw, roll, [createargs]
       Damage
           INFO: Damage(instigator, origin, target, amount, damageType)
       DamageArea
           INFO: DamageArea(instigator,location,radius,amount,damageType,damageFriendly,[damageSelf])
       DamageRing
           INFO: DamageRing(instigator,location,minRadius,maxRadius,amount,damageType,damageFriendly,[damageSelf])
       DebugGetSelection
           INFO: Get DEBUG info for UI selection
       DestroyAttachLight
           INFO: DestroyAttachLight( entity, lighthandle ) - Destroy a dynamic light that is attached to an entity.
       DestroyLight
           INFO: DestroyLight( lighthandle ) - Destroy a dynamic light.
       DrawCircle
           INFO: Draw a 3d circle at a with size s and color c
       DrawLine
           INFO: Draw a 3d line from a to b with color c
       DrawLinePop
           INFO: Draw a 3d line from a to b with color c with a circle at the end of the target line
       EconomyEventIsDone
           INFO: bool = EconomyEventIsDone(event)
       EndGame
           INFO: Signal the end of the game.  Acts like a permanent pause.
       EntityCategoryContains
           INFO: See if a unit category contains this unit
       EntityCategoryCount
           INFO: Count how many units fit the specified category
       EntityCategoryCountAroundPosition
           INFO: Count how many units fit the specified category around a position
       EntityCategoryFilterDown
           INFO: Filter a list of units to only those found in the category
       FlattenMapRect
           INFO: FlattenRect(x, z, sizex, sizez, elevation)
       FlushIntelInRect
           INFO: FlushIntelInRect( minX, minZ, maxX, maxZ )
       GenerateArmyStart
           INFO: army
       GenerateRandomOrientation
           INFO: rotation = GenerateRandomOrientation()
       GetArmyBrain
           INFO: army
       GetArmyUnitCap
           INFO: army
       GetArmyUnitCostTotal
           INFO: army
       GetBlueprint
           INFO: blueprint = GetBlueprint(entity)
       GetCameraPositionAndZoom
           INFO: x,y,z,zoom = GetCameraPositionAndZoom()
       GetCameraRotationAngle
           INFO: angle = GetCameraRotationAngle()
       GetClosestMarker
           INFO: GetClosestMarker(type, position)
       GetCurrentCommandSource
           INFO: Return the (1 based) index of the current command source.
       GetDeadReckonWithSpeed
           INFO: GetDeadReckonWithSpeed(speed, launchPos, targetPos, [targetVelocity], [gravity])
       GetEntitiesInRect
           INFO: Return the enitities inside the given rectangle
       GetEntityById
           INFO: Get entity by entity id
       GetFiringVelocityWithHeight
           INFO: GetFiringVelocityWithHeight(launchPos, targetPos, targetHeight, [gravity])
       GetFocusArmy
           INFO: GetFocusArmy()
       GetGameTick
           INFO: Get the current game time in ticks. The game time is the simulation time, that stops when the game is paused.
       GetGameTimeSeconds
           INFO: Get the current game time in seconds. The game time is the simulation time, that stops when the game is paused.
       GetMapSize
           INFO: sizeX, sizeZ = GetMapSize()
       GetReclaimablesInRect
           INFO: Return the reclamable things inside the given rectangle
       GetSurfaceHeight
           INFO: type = GetSurfaceHeight(x,z)
       GetSystemTimeSecondsOnlyForProfileUse
           INFO: float GetSystemTimeSecondsOnlyForProfileUse() - returns System time in seconds
       GetTargetPosition
           INFO: vector = GetTargetPosition(unitCommand)
       GetTargetUnit
           INFO: unit = GetTargetUnit(unitCommand)
       GetTerrainHeight
           INFO: type = GetTerrainHeight(x,z)
       GetTerrainType
           INFO: type = GetTerrainType(x,z)
       GetTerrainTypeOffset
           INFO: type = GetTerrainTypeOffset(x,z)
       GetUnitBlueprintByName
           INFO: blueprint = GetUnitBlueprintByName(bpName)
       GetUnitById
           INFO: Get entity by entity id
       GetUnitsInRect
           INFO: Return the units inside the given rectangle
       GetWaterHeight
           INFO: type = GetWaterHeight()
       HasLocalizedVO
           INFO: HasLocalizedVO(language)
       InitializeArmyAI
           INFO: army
       IsAlly
           INFO: IsAlly(army1,army2)
       IsBlip
           INFO: Blip = IsBlip(entity)
       IsCollisionBeam
           INFO: CollisionBeam = IsCollisionBeam(entity)
       IsCommand
           INFO: bool commandMatch = IsUnitState(unitCommand, commandName)
       IsCommandDone
           INFO: IsCommandDone
       IsEnemy
           INFO: IsEnemy(army1,army2)
       IsEntity
           INFO: bool = IsEntity(object)
       IsGameOver
           INFO: Return true if the game is over (i.e. EndGame() has been called).
       IsNeutral
           INFO: IsNeutral(army1,army2)
       IsProjectile
           INFO: Projectile = IsProjectile(entity)
       IsProp
           INFO: Prop = IsProp(entity)
       IsUnit
           INFO: Unit = IsUnit(entity)
       IsXbox
           INFO: IsXbox() -- Are we running this code on the Xbox 360?
       IssueAbility
           INFO: IssueAbility( units, target, abilityId )
       IssueAggressiveMove
           INFO: IssueAggressiveMove
       IssueAttack
           INFO: IssueAttack
       IssueBuildFactory
           INFO: IssueBuildFactory
       IssueBuildMobile
           INFO: IssueBuildMobile
       IssueCapture
           INFO: IssueCapture
       IssueClearCommands
           INFO: IssueClearCommands
       IssueClearFactoryCommands
           INFO: IssueClearFactoryCommands
       IssueDestroySelf
           INFO: IssueDestroySelf
       IssueDive
           INFO: IssueDive
       IssueEscort
           INFO: IssueEscort
       IssueFactoryAssist
           INFO: IssueFactoryAssist
       IssueFactoryRallyPoint
           INFO: IssueFactoryRallyPoint
       IssueFerry
           INFO: IssueFerry
       IssueFormAggressiveMove
           INFO: IssueFormAggressiveMove
       IssueFormAttack
           INFO: IssueFormAttack
       IssueFormMove
           INFO: IssueFormMove
       IssueFormPatrol
           INFO: IssueFormPatrol
       IssueGuard
           INFO: IssueGuard
       IssueKillSelf
           INFO: IssueKillSelf
       IssueMove
           INFO: IssueMove
       IssueMoveOffFactory
           INFO: IssueMoveOffFactory
       IssueNuke
           INFO: IssueNuke
       IssuePatrol
           INFO: IssuePatrol
       IssuePause
           INFO: IssuePause
       IssuePodDock
           INFO: IssuePodDock
       IssueReclaim
           INFO: IssueReclaim
       IssueRepair
           INFO: IssueRepair
       IssueSacrifice
           INFO: IssueSacrifice
       IssueScript
           INFO: IssueScript
       IssueSiloBuildNuke
           INFO: IssueSiloBuildNuke
       IssueStop
           INFO: IssueStop
       IssueTeleport
           INFO: IssueTeleport
       IssueTeleportToBeacon
           INFO: IssueTeleportToBeacon
       IssueTransportLoad
           INFO: IssueTransportLoad
       IssueTransportUnload
           INFO: IssueTransportUnload
       IssueTransportUnloadSpecific
           INFO: IssueTransportUnloadSpecific
       IssueUpgrade
           INFO: IssueUpgrade
       Knockback
           INFO: Knockback(sourcePos, target, fForce, noFriction)
       KnockbackScaledByRadius
           INFO: KnockbackScaledByRadius(sourcePos, target, fForce, maxRadius)
       LUnitMove
           INFO: ScriptTask.LUnitMove(self,target)
       LUnitMoveNear
           INFO: ScriptTask.LUnitMoveNear(self,target,range)
       ListArmies
           INFO: 
       MetaImpact
           INFO: MetaImpact(instigator,location,fMaxRadius,iAmount,affectsCategory,[damageFriendly])
       NotifyUpgrade
           INFO: NotifyUpgrade(from,to)
       OkayToMessWithArmy
           INFO: Return true if the current command source is authorized to mess with the given army.  Or if cheats are enabled.
       ParseEntityCategory
           INFO: parse a string to generate a new entity category
       PhysicsSetAirDensity
           INFO: Sets the current air density.  Units are tons/m^3
       PhysicsSetGravity
           INFO: Sets the current gravity.  Units are in ogrids/(second^2)
       PhysicsSetWaterDensity
           INFO: Sets the current water density.  Units are tons/m^3
       Random
           INFO: Random([[min,] max])
       RemoveBuildRestriction
           INFO: RemoveBuildRestriction(army,category) - Remove a category from the restricted list
       RemoveEconomyEvent
           INFO: RemoveEconomyEvent(unit, event)
       RequestAllArmyStatsSyncArmy
           INFO: Request to sync the army stats info 
       SelectedUnit
           INFO: unit = SelectedUnit() -- Returns the currently selected unit. For use at the lua console, so you can call Lua methods on a unit.
       SetAlliance
           INFO: SetAlliance(army1,army2,<Neutral|Enemy|Ally>
       SetAllianceOneWay
           INFO: SetAllianceOneWay(army1,army2,<Neutral|Enemy|Ally>
       SetAlliedVictory
           INFO: SetAlliedVictory(army,bool)
       SetAmbientReverb
           INFO: SetAmbientReverb(preset name)
       SetArmyAIPersonality
           INFO: SetArmyAIPersonality(army,personality)
       SetArmyColor
           INFO: SetArmyColor(army, primary, secondary, icon) or SetArmyColor(army,r,g,b) or SetArmyColor(army,r,g,b,r,g,b,r,g,b)
       SetArmyColorIndex
           INFO: SetArmyColorIndex(army,index)
       SetArmyEconomy
           INFO: army, mass, energy, research
       SetArmyFactionIndex
           INFO: SetArmyFactionIndex(army,index)
       SetArmyHandicap
           INFO: SetArmyHandicap(army, float) - sets an army handicap
       SetArmyOutOfGame
           INFO: SetArmyOutOfGame(army) -- indicate that the supplied army has been defeated.
       SetArmyPlans
           INFO: army, plans
       SetArmyShowScore
           INFO: SetArmyColor(army, bool) - determines if the user should be able to see the army score
       SetArmyStart
           INFO: army, x, z
       SetArmyStatsSyncArmy
           INFO: Set the army index for which to sync army stats (-1 for none)
       SetArmyUnitCap
           INFO: army, unitCap
       SetIgnoreArmyUnitCap
           INFO: army, flag
       SetIgnorePlayableRect
           INFO: army, flag
       SetPlayableRect
           INFO: SetPlayableRect( minX, minZ, maxX, maxZ )
       SetSkirmishAmphibiousMap
           INFO: SetSkirmishAmphibiousMap(bool)
       SetSkirmishLandMap
           INFO: SetSkirmishLandMap(bool)
       SetTerrainType
           INFO: SetTerrainType(x,z,type)
       SetTerrainTypeRect
           INFO: SetTerrainType(rect,type)
       ShouldCreateInitialArmyUnits
           INFO: 
       SimConExecute
           INFO: SimConExecute('command string') -- Perform a console command
       SimRequestPause
           INFO: Pause the world simulation.
       SimResume
           INFO: Resume the world simulation.
       SortEntitiesByDistanceXZ
           INFO: SortEntitiesByDistanceXZ(pos,entList)
       SourceAndDestPathableAmphibious
           INFO: SourceAndDestPathableAmphibious(startX, startZ, endX, endZ)
       SourceAndDestPathableLand
           INFO: SourceAndDestPathableLand(startX, startZ, endX, endZ)
       SplitProp
           INFO: SplitProp(original, blueprint_name) -- split a prop into multiple child props, one per bone; returns all the created props
       StunArea
           INFO: StunArea( army, position, radius, stunChance, stunDuration, affectFriendly )
       SubmitEliminatedArmyStats
           INFO: Request that we submit xml army stats to gpg.net.
       SubmitVictoryArmyStats
           INFO: Request that we submit xml army stats to gpg.net.
       SubmitXMLArmyStats
           INFO: Request that we submit xml army stats to gpg.net.
       TryCopyPose
           INFO: TryCopyPose(unitFrom,entityTo,bCopyWorldTransform)
       UnlockAllResearch
           INFO: UnlockAllResearch(army) - Add a category to the restricted list
       UnlockAllUnitsNoResearch
           INFO: UnlockAllUnitsNoResearch(army) - Add a category to the restricted list
       Warp
           INFO: Warp( unit, location, [orientation] )
       _c_CreateEntity
           INFO: _c_CreateEntity(spec)
       _c_CreateShield
           INFO: _c_CreateShield(spec)
       print
           INFO: Print a log message
   Sim.AiSkirmishBase
       AddResourceManagerType
           INFO: base:AddResourceManagerType(storageType, resourceType, percent, cap) - Adds a resource type to be monitored by base
       AddSkirmishItem
           INFO: base:AddSkirmishItem(itemName) - Adds an item from a blueprint
       AddUnit
           INFO: base:AddUnit(engineer) - Adds engineer to the base
       GetPosition
           INFO: base:GetPosition() - get the position
       RequestExcessEconomy
           INFO: base:RequestExcessEconomy() - Requests any left over econ from strat manager
       SetResourceCap
           INFO: base:SetResourceCap(storageType, resourceType, cap) - Adds a resource cap for base
       UseSkirmishBaseBlueprint
           INFO: base:UseSkirmishBaseBlueprint(blueprintName, useStartupItem)
       moho.skirmish_base_manager_methods
           INFO: 
   Sim.CAiAttackerImpl
       CanAttackTarget
           INFO: Loop through the weapons to see if the target can be attacked
       FindBestEnemy
           INFO: Find the best enemy target for a weapon
       ForceEngage
           INFO: Force to engage enemy target
       GetDesiredTarget
           INFO: Get the desired target
       GetMaxWeaponRange
           INFO: Loop through the weapons to find the weapon with the longest range that is not manual fire
       GetPrimaryWeapon
           INFO: Loop through the weapons to find our primary weapon
       GetTargetWeapon
           INFO: Loop through the weapons to find one that we can use to attack target
       GetUnit
           INFO: Returns the unit this attacker is bound to.
       GetWeaponCount
           INFO: Return the count of weapons
       HasSlavedTarget
           INFO: Check if the attack has a slaved weapon that currently has a target
       IsTargetExempt
           INFO: Check if the target is exempt from being attacked
       IsTooClose
           INFO: Check if the target is too close to our weapons
       IsWithinAttackRange
           INFO: Check if the target is within any weapon range
       ResetReportingState
           INFO: Reset reporting state
       SetDesiredTarget
           INFO: Set the desired target
       Stop
           INFO: Stop the attacker
       moho.CAiAttackerImpl_methods
           INFO: 
   Sim.CAiBrain
       AddArmyStat
           INFO: AddArmyStat(statname,val)
       AddResourceManagerType
           INFO: CAiBrain:AddResourceManagerType(storageType, resourceType, percent, cap) - Adds a resource type to be monitored by base
       AddSkirmishBase
           INFO: CAiBrain:AddSkirmishBase(baseName)
       ApplyAllResearchToUnit
           INFO: CAiBrain:ApplyResearchToUnit(unit)
       AssignThreatAtPosition
           INFO: CAiBrain:AssignThreatAtPosition(position, threat, [decay], [threattype])
       AssignUnitsToPlatoon
           INFO: CAiBrain:AssignUnitsToPlatoon()
       BuildPlatoon
           INFO: brain:BuildPlatoon()
       BuildStructure
           INFO: brain:BuildStructure(builder, structureName, locationInfo)
       BuildUnit
           INFO: brain:BuildUnit()
       CanBuildPlatoon
           INFO: brain:CanBuildPlatoon()
       CanBuildStructureAt
           INFO: brain:CanBuildStructureAt(blueprint, location)
       CheckBlockingTerrain
           INFO: CAiBrain:CheckBlockingTerrain( startPos, endPos, arcType )
       CompleteResearch
           INFO: CAiBrain:CompleteResearch(researchTech)
       CreateResourceBuildingNearest
           INFO: brain:CreateResourceBuildingNearest(structureName, posX, posY)
       CreateStrategicManager
           INFO: CAiBrain:CreateStrategicManager(archetype)
       CreateUnitNearSpot
           INFO: brain:CreateUnitNearSpot(unitName, posX, posY)
       DecideWhatToBuild
           INFO: brain:DecideWhatToBuild(builder, type, buildingTypes)
       DisbandPlatoon
           INFO: CAiBrain:DisbandPlatoon()
       DisbandPlatoonUniquelyNamed
           INFO: CAiBrain:DisbandPlatoonUniquelyNamed()
       DumpNetData
           INFO: Dumps neural net data
       FindClosestArmyWithBase
           INFO: CAiBrain:FindClosestArmyWithBase()
       FindUnit
           INFO: brain:FindUnit(unitCategory, needToBeIdle) -- Return an unit that matches the unit name (can specify idle or not)
       FindUnitToUpgrade
           INFO: brain:FindUnitToUpgrade(upgradeList) -- Return a unit and it's upgrade blueprint
       FindUpgradeBP
           INFO: brain:FindUpgradeBP(unitName, upgradeList) -- Return an upgrade blueprint for the unit passed in
       GetArmyIndex
           INFO: Returns the ArmyIndex of the army represented by this brain
       GetArmyStartPos
           INFO: brain:GetArmyStartPos()
       GetArmyStat
           INFO: brain:GetArmyStat(StatName,defaultValue)
       GetAttackVectors
           INFO: CAiBrain:GetAttackVectors()
       GetAvailableFactories
           INFO: brain:GetAvailableFactories()
       GetBlueprintStat
           INFO: Return a blueprint stat filtered by category
       GetCurrentEnemy
           INFO: Return this brain's current enemy
       GetCurrentUnits
           INFO: Return how many units of the given categories exist
       GetEconomyIncome
           INFO: CAiBrain:GetEconomyIncome()
       GetEconomyRequested
           INFO: CAiBrain:GetEconomyRequested()
       GetEconomyStored
           INFO: CAiBrain:GetEconomyStored()
       GetEconomyStoredRatio
           INFO: CAiBrain:GetEconomyStoredRatio()
       GetEconomyTrend
           INFO: CAiBrain:GetEconomyTrend()
       GetEconomyUsage
           INFO: CAiBrain:GetEconomyUsage()
       GetFactionIndex
           INFO: Returns the faction of the army represented by this brain
       GetHighestThreatPosition
           INFO: CAiBrain:GetHighestThreatPosition( ring, restriction, [threatType], [armyIndex] )
       GetListOfUnits
           INFO: brain:GetListOfUnits(entityCategory, needToBeIdle, requireBuilt)
       GetMapWaterRatio
           INFO: CAiBrain:GetMapWaterRatio()
       GetNoRushTicks
           INFO: CAiBrain:GetNoRushTicks()
       GetNumPlatoonsTemplateNamed
           INFO: GetNumPlatoonsTemplateNamed
       GetNumPlatoonsWithAI
           INFO: GetNumPlatoonsWithAI
       GetNumUnitsAroundPoint
           INFO: CAiBrain:GetNumUnitsAroundPoint()
       GetPersonality
           INFO: Return the personality for this brain to use
       GetPlatoonUniquelyNamed
           INFO: CAiBrain:GetPlatoonUniquelyNamed()
       GetPlatoonsList
           INFO: CAiBrain:GetPlatoonsList()
       GetSkirmishBase
           INFO: CAiBrain:GetSkirmishBase(baseName)
       GetStrategicArchetypeBlueprint
           INFO: blueprint = brain:GetStrategicArchetypeBlueprint()
       GetThreatAtPosition
           INFO: CAiBrain:GetThreatAtPosition(position, ring, restriction, [threatType], [armyIndex] )
       GetThreatBetweenPositions
           INFO: CAiBrain:GetThreatBetweenPositions( position, position, restriction, [threatType], [armyIndex] )
       GetThreatsAroundPosition
           INFO: CAiBrain:GetThreatsAroundPosition( position, ring, restriction, [threatType], [armyIndex] )
       GetUnitBlueprint
           INFO: blueprint = brain:GetUnitBlueprint(bpName)
       GetUnitsAroundPoint
           INFO: CAiBrain:GetUnitsAroundPoint()
       GiveResource
           INFO: GiveResource(type,amount)
       GiveStorage
           INFO: GiveStorage(type,amount)
       HasResearched
           INFO: CAiBrain:HasResearched(researchTech)
       IsAnyEngineerBuilding
           INFO: brain:IsAnyEngineerBuilding(category)
       IsOpponentAIRunning
           INFO: Returns true if opponent AI should be running
       LoadNetData
           INFO: Loads default neural network data
       MakePlatoon
           INFO: CAiBrain:MakePlatoon()
       NumCurrentlyBuilding
           INFO: brain:NumCurrentlyBuilding( entityCategoryOfBuildee, entityCategoryOfBuilder )
       PickBestAttackVector
           INFO: CAiBrain:PickBestAttackVector()
       PlatoonExists
           INFO: CAiBrain:PlatoonExists()
       PrintResourceData
           INFO: CAiBrain:PrintResourceData()
       RemoveArmyStatsTrigger
           INFO: Remove an army stats trigger
       ResearchRestrict
           INFO: CAiBrain:ResearchRestrict( researchTech, enable )
       SetArmyStat
           INFO: SetArmyStat(statname,val)
       SetArmyStatsTrigger
           INFO: Sets an army stat trigger
       SetCurrentEnemy
           INFO: Set the current enemy for this brain to attack
       SetCurrentPlan
           INFO: Set the current plan for this brain to run
       SetGreaterOf
           INFO: SetGreaterOf(statname,val)
       SetMaxStorage
           INFO: SetMaxStorage(type,amount)
       SetResourceCap
           INFO: CAiBrain:SetResourceCap(storageType, resourceType, cap) - Adds a resource cap for base
       SetResourceSharing
           INFO: SetResourceSharing(bool)
       SetUpAttackVectorsToArmy
           INFO: CAiBrain:SetUpAttackVectorsToArmy()
       SetUseAlternateBehaviors
           INFO: CAiBrain:SetUseAlternateBehaviors(bool)
       SkirmishUnitVeterancyIncrease
           INFO: CAiBrain:SkirmishUnitVeterancyIncrease(Unit)
       StartResearch
           INFO: StartResearch(army, researchName, [boostLevel], [clear])
       StartSkirmishConditions
           INFO: CAiBrain:StartSkirmishConditions()
       StrategicManagerPickStartingBase
           INFO: CAiBrain:StrategicManagerPickStartingBase(baseName)
       StrategicManagerSetDifficultyLevel
           INFO: CAiBrain:StrategicManagerSetDifficultyLevel(level)
       StrategicManagerUnitComplete
           INFO: CAiBrain:StrategicManagerUnitComplete(Unit)
       TakeResource
           INFO: taken = TakeResource(type,amount)
       moho.aibrain_methods
           INFO: 
   Sim.CAiNavigatorImpl
       AtGoal
           INFO: 
       BroadcastResumeTaskEvent
           INFO: Broadcast event to resume any listening task that is currently suspended
       GetCurrentTargetPos
           INFO: This returns the current navigator target position for the unit
       GetGoalPos
           INFO: This returns the current goal position of our navigator
       GetStatus
           INFO: 
       HasGoodPath
           INFO: 
       IgnoreFormation
           INFO: 
       IsIgnorningFormation
           INFO: 
       SetDestUnit
           INFO: Set the navigator's destination as another unit (chase/follow)
       SetGoal
           INFO: Set the navigator's destination as a particular position
       SetSpeedThroughGoal
           INFO:  Set flag in navigator so the unit will know whether to stop at final goal  or speed through it. This would be set to True during a patrol or a series  of waypoints in a complex path.
       moho.navigator_methods
           INFO: 
   Sim.CAiPersonality
       GetAirUnitsEmphasis
           INFO: CAiPersonality:GetAirUnitsEmphasis()
       GetArmySize
           INFO: CAiPersonality:GetArmySize()
       GetAttackFrequency
           INFO: CAiPersonality:GetAttackFrequency()
       GetBotUnitsEmphasis
           INFO: CAiPersonality:GetBotUnitsEmphasis()
       GetChatFrequency
           INFO: CAiPersonality:GetChatFrequency()
       GetChatPersonality
           INFO: CAiPersonality:GetChatPersonality()
       GetCoordinatedAttacks
           INFO: CAiPersonality:GetCoordinatedAttacks()
       GetCounterForces
           INFO: CAiPersonality:GetCounterForces()
       GetDefenseDriven
           INFO: CAiPersonality:GetDefenseDriven()
       GetDifficulty
           INFO: CAiPersonality:GetDifficulty()
       GetDirectDamageEmphasis
           INFO: CAiPersonality:GetDirectDamageEmphasis()
       GetEconomyDriven
           INFO: CAiPersonality:GetEconomyDriven()
       GetExpansionDriven
           INFO: CAiPersonality:GetExpansionDriven()
       GetFactoryTycoon
           INFO: CAiPersonality:GetFactoryTycoon()
       GetFavouriteStructures
           INFO: CAiPersonality:GetFavouriteStructures()
       GetFavouriteUnits
           INFO: CAiPersonality:GetFavouriteUnits()
       GetFormationUse
           INFO: CAiPersonality:GetFormationUse()
       GetInDirectDamageEmphasis
           INFO: CAiPersonality:GetInDirectDamageEmphasis()
       GetIntelBuildingTycoon
           INFO: CAiPersonality:GetIntelBuildingTycoon()
       GetIntelGathering
           INFO: CAiPersonality:GetIntelGathering()
       GetPersonalityName
           INFO: CAiPersonality:GetPersonalityName()
       GetPlatoonSize
           INFO: CAiPersonality:GetPlatoonSize()
       GetQuittingTendency
           INFO: CAiPersonality:GetQuittingTendency()
       GetRepeatAttackFrequency
           INFO: CAiPersonality:GetRepeatAttackFrequency()
       GetSeaUnitsEmphasis
           INFO: CAiPersonality:GetSeaUnitsEmphasis()
       GetSpecialtyForcesEmphasis
           INFO: CAiPersonality:GetSpecialtyForcesEmphasis()
       GetSuperWeaponTendency
           INFO: CAiPersonality:GetSuperWeaponTendency()
       GetSupportUnitsEmphasis
           INFO: CAiPersonality:GetSupportUnitsEmphasis()
       GetSurvivalEmphasis
           INFO: CAiPersonality:GetSurvivalEmphasis()
       GetTankUnitsEmphasis
           INFO: CAiPersonality:GetTankUnitsEmphasis()
       GetTargetSpread
           INFO: CAiPersonality:GetTargetSpread()
       GetTeamSupport
           INFO: CAiPersonality:GetTeamSupport()
       GetTechAdvancement
           INFO: CAiPersonality:GetTechAdvancement()
       GetUpgradesDriven
           INFO: CAiPersonality:GetUpgradesDriven()
       moho.aipersonality_methods
           INFO: 
   Sim.CAimManipulator
       OnTarget
           INFO: AimManipulator:OnTarget()
       SetAimHeadingOffset
           INFO: AimManipulator:SetAimHeadingOffset( offset )
       SetEnabled
           INFO: AimManipulator:SetEnabled(flag)
       SetFiringArc
           INFO: AimManipulator:SetFiringArc(minHeading, maxHeading, headingMaxSlew, minPitch, maxPitch, pitchMaxSlew)
       SetFrozen
           INFO: AimManipulator:SetFrozen(flag)
       SetHeadingPitch
           INFO: AimManipulator:SetHeadingPitch( heading, pitch )
       SetResetPoseTime
           INFO: AimManipulator:SetResetPoseTime(resetTime)
       SetResetPoseTimer
           INFO: AimManipulator:SetResetPoseTimer(resetTime)
       base
           INFO: derived from IAniManipulator
       moho.AimManipulator
           INFO: 
   Sim.CAnimationManipulator
       GetAnimationFraction
           INFO: fraction = AnimationManipulator:GetAnimationFraction()
       GetAnimationTime
           INFO: time = AnimationManipulator:GetAnimationTime()
       GetRate
           INFO: rate = AnimationManipulator:GetRate()
       PlayAnim
           INFO: AnimManipulator:PlayAnim(entity, animName, looping=false, scaleAnimBySpeed=false)
       PlayAnimRaw
           INFO: AnimManipulator:PlayAnimRaw(entity, animRaw, looping=false, scaleAnimBySpeed=false)
       SetAnimationFraction
           INFO: AnimationManipulator:SetAnimationFraction(fraction)
       SetAnimationTime
           INFO: AnimationManipulator:SetAnimationTime(fraction)
       SetBoneEnabled
           INFO: AnimationManipulator:SetBoneEnabled(bone, value, include_decscendants=true)
       SetDirectionalAnim
           INFO: AnimationManipulator:SetDirectionalAnim(bool)
       SetDisableOnSignal
           INFO: AnimationManipulator:SetDisableOnSignal(bool)
       SetNormalizedAnimationTime
           INFO: AnimationManipulator:SetNormalizedAnimationTime(fraction)
       SetOverwriteMode
           INFO: AnimationManipulator:SetOverwriteMode(bool)
       SetRate
           INFO: AnimationManipulator:SetRate(rate)
                 Set the relative rate at which this anim plays; 1.0 is normal speed.
                 Rate can be negative to play backwards or 0 to pause.
       base
           INFO: derived from IAniManipulator
       moho.AnimationManipulator
           INFO: 
   Sim.CBoneEntityManipulator
       base
           INFO: derived from IAniManipulator
       moho.BoneEntityManipulator
           INFO: 
   Sim.CBuilderArmManipulator
       SetAimingArc
           INFO: BuilderArmManipulator:SetAimingArc(minHeading, maxHeading, headingMaxSlew, minPitch, maxPitch, pitchMaxSlew)
       SetHeadingPitch
           INFO: CBuilderArmManipulator:SetHeadingPitch( heading, pitch )
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       base
           INFO: derived from IAniManipulator
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
       moho.BuilderArmManipulator
           INFO: 
   Sim.CCollisionManipulator
       Enable
           INFO: Fixme: this should just use base manipulator enable/disable
       EnableTerrainCheck
           INFO: Make manipulator check for terrain height intersection
       WatchBone
           INFO: CollisionDetector:WatchBone(bone) -- add the given bone to those watched by this manipulator
       base
           INFO: derived from IAniManipulator
       moho.CollisionManipulator
           INFO: 
   Sim.CDamage
       GetTarget
           INFO: CDamage:GetTarget()
       SetInstigator
           INFO: CDamage:SetInstigator()
       SetTarget
           INFO: CDamage:SetTarget()
       moho.CDamage
           INFO: 
   Sim.CDecalHandle
       moho.CDecalHandle
           INFO: 
   Sim.CEconomyEvent
       moho.EconomyEvent
           INFO: 
   Sim.CFootPlantManipulator
       moho.FootPlantManipulator
           INFO: 
   Sim.CPlatoon
       AttackTarget
           INFO: CPlatoon:AttackTarget()
       CalculatePlatoonThreat
           INFO: CPlatoon:CalculatePlatoonThreat()
       CalculatePlatoonThreatAroundPosition
           INFO: CPlatoon:CalculatePlatoonThreatAroundPosition()
       CanAttackTarget
           INFO: CPlatoon:CanAttackTarget()
       CanConsiderFormingPlatoon
           INFO: CPlatoon:CanConsiderFormingPlatoon()
       CanFormPlatoon
           INFO: CPlatoon:CanFormPlatoon()
       Destroy
           INFO: CPlatoon:Destroy()
       DisbandOnIdle
           INFO: CPlatoon:DisbandOnIdle()
       FerryToLocation
           INFO: CPlatoon:FerryToLocation()
       FindClosestUnit
           INFO: CPlatoon:FindClosestUnit()
       FindClosestUnitToBase
           INFO: CPlatoon:FindClosestUnitToBase()
       FindFurthestUnit
           INFO: CPlatoon:FindFurthestUnit()
       FindHighestValueUnit
           INFO: CPlatoon:FindHighestValueUnit()
       FindPrioritizedUnit
           INFO: CPlatoon:FindPrioritizedUnit()
       FormPlatoon
           INFO: CPlatoon:FormPlatoon()
       GetAIPlan
           INFO: CPlatoon:GetAIPlan()
       GetBrain
           INFO: CPlatoon:GetBrain()
       GetFactionIndex
           INFO: CPlatoon:GetFactionIndex()
       GetFerryBeacons
           INFO: CPlatoon:GetFerryBeacons()
       GetPersonality
           INFO: CPlatoon:GetPersonality()
       GetPlatoonLifetimeStats
           INFO: CPlatoon:GetPlatoonLifetimeStats()
       GetPlatoonPosition
           INFO: CPlatoon:GetPlatoonPosition()
       GetPlatoonUniqueName
           INFO: CPlatoon:GetPlatoonUniqueName()
       GetPlatoonUnits
           INFO: platoon:GetPlatoonUnits()
       GetSkirmishBase
           INFO: CPlatoon:GetSkirmishBase()
       GetSkirmishBaseName
           INFO: CPlatoon:GetSkirmishBaseName()
       GetSkirmishItemName
           INFO: CPlatoon:GetSkirmishItemName()
       GetSquadPosition
           INFO: CPlatoon:GetSquadPosition()
       GetSquadUnits
           INFO: CPlatoon:GetSquadUnits()
       GuardTarget
           INFO: CPlatoon:GuardTarget()
       IsAttacking
           INFO: CPlatoon:IsAttacking()
       IsCommandsActive
           INFO: CPlatoon:IsCommandsActive()
       IsFerrying
           INFO: CPlatoon:IsFerrying()
       IsMoving
           INFO: CPlatoon:IsMoving()
       IsOpponentAIRunning
           INFO: CPlatoon:IsOpponentAIRunning()
       IsPatrolling
           INFO: CPlatoon:IsPatrolling()
       LoadUnits
           INFO: CPlatoon:LoadUnits()
       MoveToLocation
           INFO: CPlatoon:MoveToLocation()
       MoveToTarget
           INFO: CPlatoon:MoveToTarget()
       Patrol
           INFO: CPlatoon:Patrol()
       PlatoonCategoryCount
           INFO: Count how many units fit the specified category
       PlatoonCategoryCountAroundPosition
           INFO: Count how many units fit the specified category around a position
       ResetPlatoonStats
           INFO: CPlatoon:ResetPlatoonStats()
       SetPlatoonFormationOverride
           INFO: CPlatoon:SetPlatoonFormationOverride()
       SetPlatoonTask
           INFO: CPlatoon:SetPlatoonTask( <taskName> )
       SetPrioritizedTargetList
           INFO: CPlatoon:SetPrioritizedTargetList()
       Stop
           INFO: CPlatoon:Stop()
       SwitchAIPlan
           INFO: CPlatoon:SwitchAIPlan()
       Teleport
           INFO: CPlatoon:Teleport()
       ToggleAbility
           INFO: CPlatoon:ToggleAbility(abilityName, boolean(true = on, false = off)))
       UniquelyNamePlatoon
           INFO: CPlatoon:UniquelyNamePlatoon()
       UnloadAllAtLocation
           INFO: CPlatoon:UnloadAllAtLocation()
       UnloadUnitsAtLocation
           INFO: CPlatoon:UnloadUnitsAtLocation()
       UseAbility
           INFO: CPlatoon:UseAbility(abilityName, target(optional))
       UseAbilityAtLocation
           INFO: CPlatoon:UseAbilityAtLocation(abilityName, targetLocation)
       UseFerryBeacon
           INFO: CPlatoon:UseFerryBeacon()
       UseTeleporter
           INFO: CPlatoon:UseTeleporter()
       moho.platoon_methods
           INFO: 
   Sim.CRotateManipulator
       ClearFollowBone
           INFO: RotateManipulator:ClearFollowBone()
       ClearGoal
           INFO: RotateManipulator:ClearGoal()
       GetCurrentAngle
           INFO: RotateManipulator:GetCurrentAngle()
       SetAccel
           INFO: RotateManipulator:SetAccel(degrees_per_second_squared)
       SetCurrentAngle
           INFO: RotateManipulator:SetCurrentAngle(angle)
       SetFollowBone
           INFO: RotateManipulator:SetFollowBone(bone)
       SetGoal
           INFO: RotateManipulator:SetGoal(self, degrees)
       SetSpeed
           INFO: RotateManipulator:SetSpeed(self, degrees_per_second)
       SetSpinDown
           INFO: RotateManipulator:SetSpinDown(self, flag)
       SetTargetSpeed
           INFO: RotateManipulator:SetTargetSpeed(degrees_per_second)
       base
           INFO: derived from IAniManipulator
       moho.RotateManipulator
           INFO: 
   Sim.CSlaveManipulator
       base
           INFO: derived from IAniManipulator
       moho.SlaveManipulator
           INFO: 
   Sim.CSlideManipulator
       SetAcceleration
           INFO: CSlideManipulator:SetAcceleration(acc)
       SetDeceleration
           INFO: CSlideManipulator:SetDeceleration(dec)
       SetGoal
           INFO: CSlideManipulator:SetGoal(goal_x, goal_y, goal_z)
       SetSpeed
           INFO: CSlideManipulator:SetSpeed(speed)
       SetWorldUnits
           INFO: CSlideManipulator:SetWorldUnits(bool)
       base
           INFO: derived from IAniManipulator
       moho.SlideManipulator
           INFO: 
   Sim.CStorageManipulator
       moho.StorageManipulator
           INFO: 
   Sim.CThrustManipulator
       base
           INFO: derived from IAniManipulator
       moho.ThrustManipulator
           INFO: 
   Sim.CTurnManipulator
       SetTurningSpeed
           INFO: TurnManipulator:SetTurningSpeed(turnSpeed)
       base
           INFO: derived from IAniManipulator
       moho.TurnManipulator
           INFO: 
   Sim.CUnitScriptTask
       SetAIResult
           INFO: Set the AI result, success or fail
       moho.ScriptTask_Methods
           INFO: 
   Sim.CollisionBeamEntity
       Enable
           INFO: CollisionBeamEntity:Enable()
       GetLauncher
           INFO: CollisionBeamEntity:GetLauncher()
       IsEnabled
           INFO: bool = CollisionBeamEntity:IsEnabled()
       SetBeamFx
           INFO: CollisionBeamEntity:SetBeamFx(beamEmitter, checkCollision) -- set an emitter to be controlled by this beam. Its length parameter will be set from the beam entity's collision distance.
       __init
           INFO: beam = CreateCollisionBeam(spec)
                 spec is a table with the following fields defined:
                     spec.Weapon = <weapon to attach to>
                     spec.OtherBone = <bone of weapon's unit to attach to>
                     spec.CollisionCheckInterval = <interval in ticks>
                     spec.BeamBone = <which end of beam to attach>	spec.HitsPerCheck = <number of collisions per check>	spec.Spread = <amount of spread per collision check>
       base
           INFO: derived from Entity
       moho.CollisionBeamEntity
           INFO: 
   Sim.Entity
       AddAgentFalloffForce
           INFO: AddAgentFalloffForce( radius, force, [alliance] )
       AddLocalImpulse
           INFO: AddLocalImpulse(self, Ix, Iy, Iz, Px, Py, Pz)
       AddManualScroller
           INFO: Entity:AddManualScroller(scrollSpeed1, scrollSpeed2)
       AddManualScrollerU
           INFO: Entity:AddManualScrollerU(int MaterialIndex, int speed)
       AddManualScrollerV
           INFO: Entity:AddManualScrollerV(int MaterialIndex, int speed)
       AddManualUVRScroller
           INFO: Entity:AddManualUVRScroller(int MaterialIndex, int UVR, int speed)
       AddManualUVRotator
           INFO: Entity:AddManualUVRotator(int MaterialIndex, int speed)
       AddPingPongScroller
           INFO: Entity:AddPingPongScroller(ping1, pingSpeed1, pong1, pongSpeed1, ping2, pingSpeed2, pong2, pongSpeed2)
       AddPingPongScrollerU
           INFO: Entity:AddPingPongScrollerU(int MaterialIndex, int speed)
       AddPingPongScrollerV
           INFO: Entity:AddPingPongScrollerV(int MaterialIndex, int speed)
       AddPingPongUVRScroller
           INFO: Entity:AddPingPongUVRScroller(int MaterialIndex, int UVR, float ping, float pingSpeed, float pong, float pongSpeed)
       AddPingPongUVRotator
           INFO: Entity:AddPingPongUVRotator(int MaterialIndex, int speed)
       AddThreadScroller
           INFO: Entity:AddThreadScroller(sideDist, scrollMult)
       AddThreadScrollerU
           INFO: Entity:AddThreadScrollerU(int MaterialIndex, int speed)
       AddThreadScrollerV
           INFO: Entity:AddThreadScrollerV(int MaterialIndex, int speed)
       AddThreadUVRScroller
           INFO: Entity:AddThreadUVRScroller(int MaterialIndex, int UVR, float sideDist, float scrollMult)
       AddThreadUVRotator
           INFO: Entity:AddThreadUVRotator(int MaterialIndex, int speed)
       AddUserThreadAnimation
           INFO: Entity:AddUserThreadAnimation(animation, [rate], [looping])
       AddWorldImpulse
           INFO: AddWorldImpulse(self, Ix, Iy, Iz, Px, Py, Pz)
       AdjustHealth
           INFO: Entity:AdjustHealth(instigator, delta)
       AttachBoneTo
           INFO: Entity:AttachBoneTo(selfbone, entity, bone)
       AttachBoneToEntityBone
           INFO: Attach a unit bone position to an entity bone position
       AttachOrnament
           INFO: Entity:AttachOrnament(meshBlueprintID, bone, uniformScale)
       AttachTo
           INFO: Entity:AttachTo(entity, bone)
       BeenDestroyed
           INFO: Entity:BeenDestroyed()
       CreateProjectile
           INFO: Entity:CreateProjectile(proj_bp, [ox, oy, oz], [dx, dy, dz]
       CreateProjectileAtBone
           INFO: Entity:CreateProjectileAtBone(projectile_blueprint, bone)
       CreatePropAtBone
           INFO: Entity:CreatePropAtBone(boneindex,prop_blueprint_id)
       Destroy
           INFO: Entity:Destroy()
       DetachAll
           INFO: Entity:DetachAll(bone,[skipBallistic])
       DetachFrom
           INFO: Entity:DetachFrom([skipBallistic,skipSnap])
       DisableIntel
           INFO: Intel:DisableIntel(type)
       EnableIntel
           INFO: EnableIntel(type)
       FallDown
           INFO: Entity:FallDown(dx,dy,dz,force) -- start falling down
       GetAIBrain
           INFO: GetAIBrain(self)
       GetArmy
           INFO: GetArmy(self)
       GetBlueprint
           INFO: blueprint = Entity:GetBlueprint()
       GetBoneCount
           INFO: Entity:GetBoneCount() -- returns number of bones in this entity's skeleton
       GetBoneDirection
           INFO: Entity:GetBoneDirection(bone_name)
       GetBoneName
           INFO: Entity:GetBoneName(i) -- return the name of the i'th bone of this entity (counting from 0)
       GetBonePosition
           INFO: Entity:GetBonePosition(bone_name)
       GetCollisionExtents
           INFO: Entity:GetCollisionExtents()
       GetEntityId
           INFO: Entity:GetEntityId()
       GetFractionComplete
           INFO: Entity:GetFractionComplete()
       GetHeading
           INFO: Entity:GetHeading()
       GetHealth
           INFO: Entity:GetHealth()
       GetIncidentHeadingToEntity
           INFO: Entity:GetIncidentHeadingToEntity(entity)
       GetIntelPersistenceDelay
           INFO: GetIntelPersistenceDelay(type)
       GetIntelRadius
           INFO: GetIntelRadius(type)
       GetMaxHealth
           INFO: Entity:GetMaxHealth()
       GetMeshBlueprint
           INFO: Entity:GetMeshBlueprint() -> meshBP
       GetOrientation
           INFO: Entity:GetOrientation()
       GetParent
           INFO: Entity:GetParent()
       GetPosition
           INFO: Entity:GetPosition([bone_name])
       GetPositionXYZ
           INFO: Entity:GetPositionXYZ([bone_name])
       GetScale
           INFO: Entity:GetScale() -> sx,sy,sz -- return current draw scale of this entity
       HideMesh
           INFO: HideMesh()
       InitIntel
           INFO: InitIntel(army,type,<radius>)
       IsDeadForNow
           INFO: Entity:IsDeadForever() -- returns if the unit is dead with no chance for resurrection
       IsDeadForever
           INFO: Entity:IsDeadForever() -- returns if the unit is dead with no chance for resurrection
       IsEntityState
           INFO: Entity:IsEntityState(stateName)
       IsIntelEnabled
           INFO: IsIntelEnabled(type)
       IsResurrectable
           INFO: Entity:IsResurrectable() -- returns if the unit is resurrectable or not
       IsValidBone
           INFO: Entity:IsValidBone(nameOrIndex,allowNil=false)
       Kill
           INFO: Entity:Kill(instigator,type,excessDamageRatio)
       PlaySound
           INFO: Entity:PlaySound(eventname,cull)
       PushOver
           INFO: Entity:PushOver(nx, ny, nz, depth)
       RemoveOrnament
           INFO: Entity:RemoveOrnament(ornamentID)
       RemoveScroller
           INFO: Entity:RemoveScroller()
       RemoveUVRScroller
           INFO: Entity:RemoveUVRScroller(int MaterialIndex)
       RemoveUserThreadAnimation
           INFO: Entity:RemoveUserThreadAnimation(animID)
       RequestRefreshUI
           INFO: Entity:RequestRefreshUI()
       Resurrect
           INFO: Entity:Resurrect(instigator,cause,newHealthRatio)
       RotateOrnament
           INFO: Entity:RotateOrnament(ornamentID, quaternion)
       SetAmbientSound
           INFO: Entity:SetAmbientSound(eventname, looptag)
       SetCollisionShape
           INFO: Entity:SetCollisionShape(['Box'|'Sphere'|'None'], centerX, centerY, centerZ, [Radius|SizeX,SizeY,SizeZ]) -- size is radius for sphere, x,y,z extent for box
       SetCollisionTestType
           INFO: Entity:SetCollisionTestType(string)
       SetDrawScale
           INFO: Entity:SetDrawScale(size): Change mesh scale on the fly
       SetEntityState
           INFO: Entity:SetEntityState(name, bool)
       SetFractionComplete
           INFO: Entity:SetFractionComplete(value)
       SetHealth
           INFO: Entity:SetHealth(instigator,health)
       SetIntelPersistenceDelay
           INFO: SetIntelPersistenceDelay(type,delay)
       SetIntelRadius
           INFO: SetRadius(type,radius)
       SetMaxHealth
           INFO: Entity:SetMaxHealth(maxhealth)
       SetMesh
           INFO: Entity:SetMesh(meshBp, bool keepActor): Change mesh on the fly
       SetMeshVisible
           INFO: Entity:SetMeshVisible(true|false)
       SetOrientation
           INFO: Entity:SetOrientation(orientation, immediately )
       SetOrientationHPR
           INFO: Entity:SetOrientationHPR(pitch,yaw,roll, immediately )
       SetParentOffset
           INFO: Entity:SetParentOffset(vector)
       SetPosition
           INFO: Entity:SetPosition(vector,[immediate])
       SetRegenRate
           INFO: Entity:SetRegenRate(rate)
       SetScale
           INFO: Entity:SetScale(s) or Entity:SetScale(sx,sy,sz)
       SetTextureSetByName
           INFO: Entity:SetTextureSetByname(string name)
       SetTextureSetIndex
           INFO: Entity:SetTextureSetIndex(int index)
       SetUserThreadAnimationLooping
           INFO: Entity:SetUserThreadAnimationLooping(animID, looping)
       SetUserThreadAnimationRate
           INFO: Entity:SetUserThreadAnimationRate(animID, rate)
       SetVizToAllies
           INFO: SetVizToAllies(type)
       SetVizToEnemies
           INFO: SetVizToEnemies(type)
       SetVizToFocusPlayer
           INFO: SetVizToFocusPlayer(type)
       SetVizToNeutrals
           INFO: SetVizToNeutrals(type)
       ShakeCamera
           INFO: Entity:ShakeCamera(radius, max, min, duration)
                 Shake the camera. This is a method of entities rather than a global function
                 because it takes the position of the entity as the epicenter where it shakes more.
                 
                     radius - distance from epicenter at which shaking falls off to 'min'
                     max - size of shaking in world units, when looking at epicenter
                     min - size of shaking in world units, when at 'radius' distance or farther
                     duration - length of time to shake for, in seconds
       ShowMesh
           INFO: ShowMesh()
       SinkAway
           INFO: Entity:SinkAway(vy) -- sink into the ground
       TranslateOrnament
           INFO: Entity:TranslateOrnament(ornamentID, vector)
       moho.entity_methods
           INFO: 
   Sim.IAniManipulator
       Disable
           INFO: Manipulator:Disable() -- disable a manipulator. This immediately removes it from the bone computation, which may result in the bone's position snapping.
       Enable
           INFO: Manipulator:Enable() -- enable a manipulator. Manipulators start out enabled so you only need this after calling Disable().
       SetPrecedence
           INFO: Manipulator:SetPrecedence(integer) -- change the precedence of this manipulator. Manipulators with higher precedence run first.
       moho.manipulator_methods
           INFO: 
   Sim.IEffect
       OffsetEmitter
           INFO: Effect:OffsetEmitter(x,y,z)
       ResizeEmitterCurve
           INFO: Effect:ResizeEmitterCurve(parameter, time_in_ticks)Resize the emitter curve to the number of ticks passed in.
                 This is so if we change the lifetime of the emitter we can rescale some of the curves to match if needed.
                 Arguably this should happen automatically to all curves but the original design was screwed up.
                 
                 returns the effect so you can chain calls like:
                     effect:SetEmitterParam('x',1):ScaleEmitter(3.7)
       ScaleEmitter
           INFO: effect:ScaleEmitter(param, scale)
                 returns the effect so you can chain calls like:
                     effect:SetEmitterParam('x',1):ScaleEmitter(3.7)
       SetBeamParam
           INFO: effect:SetBeamParam('name', value)
       SetEmitterCurveParam
           INFO: Effect:SetEmitterCurveParam(param_name, height, size)
       SetEmitterParam
           INFO: effect:SetEmitterParam('name', value)returns the effect so you can chain calls like:
                     effect:SetEmitterParam('x',1):ScaleEmitter(3.7)
       moho.IEffect
           INFO: 
   Sim.MotorFallDown
       moho.MotorFallDown
           INFO: 
   Sim.Projectile
       ChangeDetonateBelowHeight
           INFO: Change the detonate below height for the projectile
       ChangeMaxZigZag
           INFO: Change the amount of zig zag
       ChangeZigZagFrequency
           INFO: Change the frequency of the zig zag
       CreateChildProjectile
           INFO: Projectile:CreateChildProjectile(blueprint)
       GetCollideFriendly
           INFO: Projectile:GetCollideFriendly()
       GetCurrentSpeed
           INFO: Projectile:GetCurrentSpeed() -> val
       GetCurrentTargetPosition
           INFO: Projectile:GetCurrentTargetPosition()
       GetLauncher
           INFO: Get who launched this projectile
       GetProjectileVelocity
           INFO: Projectile:GetProjectileVelocity() -> x,y,z
       GetTrackingTarget
           INFO: Projectile:GetTrackingTarget()
       GetVelocity
           INFO: Projectile:GetVelocity() -> x,y,z
       SetAcceleration
           INFO: Projectile:SetAcceleration(accel)
       SetBallisticAcceleration
           INFO: Wrong number of arguments to Projectile:SetAccelerationVector(), expected 1, 2, or 4 but got %d
       SetCollideEntity
           INFO: Projectile:SetCollideEntity(onoff)
       SetCollideFriendly
           INFO: Projectile:SetCollideFriendly(truefalse)
       SetCollideSurface
           INFO: Projectile:SetCollideSurface(onoff)
       SetCollision
           INFO: Projectile:SetCollision(onoff)
       SetDamage
           INFO: Projectile:SetDamage(amount, radius) -- change how much damage this projectile will do. Either amount or radius can be nil to leave unchanged.
       SetDestroyOnWater
           INFO: Projectile:SetDestroyOnWater(flag)
       SetLifetime
           INFO: Projectile:SetLifetime(seconds)
       SetLocalAngularVelocity
           INFO: Projectile:SetLocalAngularVelocity(x,y,z)
       SetMaxSpeed
           INFO: Projectile:SetMaxSpeed(speed)
       SetNewTarget
           INFO: Projectile:SetNewTarget( entity )
       SetNewTargetGround
           INFO: Projectile:SetNewTargetGround( location )
       SetScaleVelocity
           INFO: Projectile:SetScaleVelocity(vs) or Projectile:SetScaleVelocity(vsx, vsy, vsz)
       SetStayUpright
           INFO: Projectile:SetStayUpright(truefalse)
       SetTurnRate
           INFO: Projectile:SetTurnRate(radians_per_second)
       SetVelocity
           INFO: Projectile:SetVelocity(speed) or Projectile:SetVelocity(vx,vy,vz)
       SetVelocityAlign
           INFO: Projectile:SetVelocityAlign(truefalse)
       SetVelocityRandomUpVector
           INFO: SetVelocityRandomUpVector(self)
       StayUnderwater
           INFO: Projectile:StayUnderwater(onoff)
       TrackTarget
           INFO: Projectile:TrackTarget(onoff)
       base
           INFO: derived from Entity
       moho.projectile_methods
           INFO: 
   Sim.Prop
       GetMassValue
           INFO: Prop:GetMassValue
       base
           INFO: derived from Entity
       moho.prop_methods
           INFO: 
   Sim.ReconBlip
       GetSource
           INFO: unit = ReconBlip:GetSource()
       IsKnownFake
           INFO: bool = ReconBlip:IsKnownFake()
       IsMaybeDead
           INFO: bool = ReconBlip:IsMaybeDead()
       IsOnOmni
           INFO: bool = ReconBlip:IsOnOmni()
       IsOnRadar
           INFO: bool = ReconBlip:IsOnRadar()
       IsOnSonar
           INFO: bool = ReconBlip:IsOnSonar()
       IsSeenEver
           INFO: bool = ReconBlip:IsSeenEver()
       IsSeenNow
           INFO: bool = ReconBlip:IsSeenNow()
       base
           INFO: derived from Entity
       moho.blip_methods
           INFO: 
   Sim.Shield
       Deactivate
           INFO: shield:Deactivate([autoReactivateTick])
       DeactivatePanels
           INFO: shield:DeactivatePanels()
       GetAbsorbPercent
           INFO: shield:GetAbsorbPercent(float)
       GetReflectionPercent
           INFO: shield:GetReflectionPercent(float)
       OnPanelImpact
           INFO: shield:OnPanelImpact(vector)
       SetAbsorbPercent
           INFO: shield:SetAbsorbPercent(float)
       SetReflectionPercent
           INFO: shield:SetReflectionPercent(float)
       base
           INFO: derived from Entity
       moho.shield_methods
           INFO: 
   Sim.Unit
       AddBuildRestriction
           INFO: Disallow building of these categories for this unit
       AddCommandCap
           INFO: unit:AddCommandCap(capName) -- Add a command cap to a unit.
       AddCostumeSet
           INFO: AddCostumeSet(costumeSet,layer) - Add a costume set to the given unit
       AddImpulse
           INFO: AddImpulse(self, x, y, z, makeBallistic, gravityOverride)
       AddImpulseEx
           INFO: AddImpulse(self, impulseVec, makeBallistic, gravityOverride)
       AddSparseBone
           INFO: Unit:AddSparseBone([string boneName | int boneIndex])
       AddToggleCap
           INFO: unit:AddToggleCap(capName) -- Add a toggle cap to a unit.
       AddWorldForce
           INFO: unit:AddWorldForce(force) -- Add a gpnav world force to a unit.
       AlterArmor
           INFO: Unit:AlterArmor(damageTypeName, multiplier)
       ApplyCostume
           INFO: AddCostumeSet() - Add a costume set to the given unit
       AwardExperience
           INFO: unit:AwardExperience(amount)
       BuildManipulatorsSetEnabled
           INFO: Unit:BuildManipulatorsSetEnabled( enabled )
       CalculateWorldPositionFromRelative
           INFO: Calculate the desired world position from the supplied relative vector from the center of the unit
       CanBuild
           INFO: CanBuild(self, blueprint
       CanPathTo
           INFO: See if the unit can path to the goal
       CanPathToRect
           INFO: See if the unit can path to the goal rectangle
       ClearFocusEntity
           INFO: ClearFocusEntity(self)
       CreateNavigator
           INFO: CreateNavigator(unit)
       DisableAllAbilities
           INFO: unit:DisableAllAbilities()
       EnableManipulators
           INFO: Unit:EnableManipulators([string boneName | int boneIndex], bool Enable)
       GetActualBuildEnergy
           INFO: unit:GetActualBuildEnergy()
       GetActualBuildMass
           INFO: unit:GetActualBuildMass()
       GetActualBuildTime
           INFO: unit:GetActualBuildTime()
       GetAntiNukeSiloAmmoCount
           INFO: Unit:GetAntiNukeSiloAmmoCount()
       GetArmorMult
           INFO: mult = Unit:GetArmorMult(damageTypeName)
       GetAttacker
           INFO: GetAttacker() - get the tactical attack manager object of this unit
       GetBlip
           INFO: blip = GetBlip(armyIndex) - returns a blip (if any) that the given army has for the unit
       GetBuildArmManipulator
           INFO: Unit:GetBuildArmManipulator( index )
       GetBuildOrder
           INFO: GetBuildOrder(orderNum). Gets the current build order or build order # orderNum if supplied
       GetBuildRate
           INFO: unit:GetBuildRate() -- returns the build rate of a unit: what fraction of target unit it builds per second.
       GetBuildTimeMultiplier
           INFO: unit:GetBuildTimeMultiplier() -- Get the unit build cost multiplier.
       GetCargo
           INFO: GetCargo(self)
       GetCommandQueue
           INFO: Unit:GetCommandQueue()
       GetConsumptionPerSecondEnergy
           INFO: Get the consumption of energy of the unit
       GetConsumptionPerSecondMass
           INFO: Get the consumption of mass of the unit
       GetCurrentExperience
           INFO: unit:GetCurrentExperience()
       GetCurrentLayer
           INFO: GetUnitId(self)
       GetCurrentMoveLocation
           INFO: Unit:GetCurrentMoveLocation()
       GetDamageReductionMultiplier
           INFO: GetDamageReductionMultiplier()
       GetDetailedCommandQueue
           INFO: Unit:GetDetailedCommandQueue()
       GetDevText
           INFO: Unit:GetDevText()
       GetEscortedUnit
           INFO: Unit:GetEscortedUnit()
       GetEscorts
           INFO: Unit:GetEscorts()
       GetFireState
           INFO: Get the fire state for the unit
       GetFocusUnit
           INFO: GetFocusUnit(self)
       GetFuelRatio
           INFO: Get the fuel ratio
       GetFuelUseTime
           INFO: Get the fuel use time
       GetGuardedUnit
           INFO: Unit:GetGuardedUnit()
       GetGuards
           INFO: Unit:GetGuards()
       GetHealth
           INFO: GetHealth(self)
       GetJumpRange
           INFO: Unit:GetJumpRange()
       GetMaxHealth
           INFO: GetMaxHealth(self)
       GetNavigator
           INFO: GetNavigator() - get the navigator object of this unit
       GetNukeSiloAmmoCount
           INFO: Unit:GetNukeSiloAmmoCount()
       GetNumBuildOrders
           INFO: Get number of factory/engineer build orders that fit in the specified category
       GetNumberOfAvailableStorageSlots
           INFO: unit:GetNumberOfAvailableStorageSlots()
       GetNumberOfStorageSlots
           INFO: unit:GetNumberOfStorageSlots()
       GetProductionPerSecondEnergy
           INFO: Get the production of energy of the unit
       GetProductionPerSecondMass
           INFO: Get the production of mass of the unit
       GetProductionPerSecondResearch
           INFO: Get the production of research of the unit
       GetRallyPoint
           INFO: Get the rally point for the factory
       GetResourceConsumed
           INFO: Return the fraction of requested resources this unit consumed last tick. Normally 1, but can be fractional if economy is struggling.
       GetScriptBit
           INFO: Get the current toggle state of the script bit that matches the string
       GetShieldCurrentValue
           INFO: Get the shield current value
       GetShieldMAxValue
           INFO: Get the shield max value
       GetStat
           INFO: GetStat(Name[,defaultVal])
       GetTacticalSiloAmmoCount
           INFO: Unit:GetTacticalSiloAmmoCount()
       GetTargetEntity
           INFO: Return our target unit if we have one
       GetTeleportBeacon
           INFO: Unit:GetTeleportBeacon()
       GetTeleportRange
           INFO: Unit:GetTeleportRange()
       GetTransportFerryBeacon
           INFO: Unit:GetTransportFerryBeacon()
       GetUnitId
           INFO: GetUnitId(self)
       GetUnitWeaponBlueprint
           INFO: GetUnitWeaponBlueprint(self,label) -- Gets a weapon blueprint by label.
       GetVelocity
           INFO: GetVelocity() -> x,y,z
       GetWeapon
           INFO: GetWeapon(self,[index/label]) -- return the index'th weapon of this unit. Index must be between 1 and self:GetWeaponCount(), inclusive.
       GetWeaponCount
           INFO: GetWeaponCount(self) -- return the number of weapons on this unit. Note that dummy weapons are not included in the count, so this may differ from the number of weapons defined in the unit's blueprint.
       GetWorkProgress
           INFO: GetWorkProgress()
       GiveAntiNukeSiloAmmo
           INFO: Unit:GiveAntiNukeSiloAmmo(num)
       GiveNukeSiloAmmo
           INFO: Unit:GiveNukeSiloAmmo(num)
       GiveTacticalSiloAmmo
           INFO: Unit:GiveTacticalSiloAmmo(num)
       HasMeleeSpaceAroundTarget
           INFO: Unit:HasMeleeSpaceAroundTarget(target)
       HasValidTeleportDest
           INFO: Unit:HasValidTeleportDest()
       HideBone
           INFO: HideBone(self,bone,affectChildren)
       IsBeingBuilt
           INFO: Unit:IsBeingBuilt()
       IsBuildDisabled
           INFO: Unit:IsBuildDisabled()
       IsCapturable
           INFO: Returns if this unit can be captured or not
       IsIdleState
           INFO: IsIdleState(unit)
       IsInvulnerable
           INFO: IsInvulnerable(unit)
       IsMobile
           INFO: bool IsMobile() - Is this a mobile unit?
       IsMoving
           INFO: bool IsMoving() - Is this unit moving?
       IsPaused
           INFO: Unit:IsPaused()
       IsStunned
           INFO: IsStunned(unit)
       IsUnitState
           INFO: IsUnitState(unit, stateName)
       IsValidTarget
           INFO: bool = IsValidTarget(self)
       KillManipulator
           INFO: Kill a specific manipulator held by a script object
       KillManipulators
           INFO: Unit:KillManipulators([boneName|boneIndex])
       MeleeWarpAdjacentToTarget
           INFO: Unit:MeleeWarpAdjacentToTarget(target)
       OccupyGround
           INFO: OccupyGround(unit, flag)
       PopAnimPack
           INFO: PopAnimPack(stateName, override)
       PopAnimSet
           INFO: PopAnimSet(override)
       PrefetchMeshes
           INFO: PrefetchMeshes() - prefetches meshes for future use
       PrintCommandQueue
           INFO: Unit:PrintCommandQueue()
       PushAnimPack
           INFO: PushAnimPack(stateName, animPackName, override)
       PushAnimSet
           INFO: PushAnimSet(animSet, override)
       RecoilImpulse
           INFO: RecoilImpulse(self, x, y, z)
       RemoveAntiNukeSiloAmmo
           INFO: Unit:RemoveAntiNukeSiloAmmo(num)
       RemoveBuildRestriction
           INFO: Allow building of categories for this unit
       RemoveCommandCap
           INFO: unit:RemoveCommandCap(capName) -- Remove a command cap to a unit.
       RemoveCostumeSet
           INFO: AddCostumeSet(costumeSet,layer) - Remove a costume set to the given unit
       RemoveNukeSiloAmmo
           INFO: Unit:RemoveNukeSiloAmmo(num)
       RemoveTacticalSiloAmmo
           INFO: Unit:RemoveTacticalSiloAmmo(num)
       RemoveToggleCap
           INFO: unit:RemoveToggleCap(capName) -- Remove a toggle cap to a unit.
       ResetWeaponTargetPriorities
           INFO: ResetWeaponTargetPriorities(self, [index/label] ) -- Reset the targeting priorities to initial blueprint values for all weapons on this unit, or for a specific weapon, by label or index.
       RestoreBuildRestrictions
           INFO: Restore buildable categories to that as defined in the blueprint
       RestoreCommandCaps
           INFO: Restore the command caps of the unit back to blueprint spec.
       RestoreToggleCaps
           INFO: Restore the toggle caps of the unit back to blueprint spec.
       RevertCollisionShape
           INFO: Revert the collision shape to the blueprint spec
       RevertElevation
           INFO: Revert the elevation of the unit back to the blueperint spec
       RevertMaxCaptureDistance
           INFO: Restore capture max distance of the unit back to blueprint spec.
       RevertMaxRepairDistance
           INFO: Restore repair max distance of the unit back to blueprint spec.
       RevertRegenRate
           INFO: Restore regen rate of the unit back to blueprint spec.
       RevertRepairRate
           INFO: Restore repair rate of the unit back to blueprint spec.
       RevertRepairRegenRate
           INFO: Restore repair regen rate of the unit back to blueprint spec.
       RevertRepairScanRadius
           INFO: Restore repair scan radius of the unit back to blueprint spec.
       SendAnimEvent
           INFO: SendAnimEvent(event, [arg])
       SetAbilityEnabled
           INFO: SetAbilityEnabled()
       SetAccMult
           INFO: Set the acceleration multiplier of the unit
       SetAttackerEnableState
           INFO: SetAttackerEnableState(self,enabled) -- enable/disables the Attacker.
       SetAttackerEnabled
           INFO: SetAttackerEnabled(bool) - enable/disable the attacker ai and acquire target
       SetAutoMode
           INFO: Set auto silo build mode to on/off
       SetBlockCommandQueue
           INFO: SetBlockCommandQueue(unit, flag)
       SetBreakOffDistanceMult
           INFO: Set the break off distance multiplier of the unit
       SetBreakOffTriggerMult
           INFO: Set the break off trigger multiplier of the unit
       SetBuildCostMultiplier
           INFO: unit:SetBuildCostMultiplier(type, multiplier) -- Set the unit build cost multiplier.
       SetBuildDisabled
           INFO: Unit:SetBuildDisabled()
       SetBuildRate
           INFO: unit:SetBuildRate(frac) -- Set the build rate of a unit: what fraction of target unit it builds per second.
       SetBuildTimeMultiplier
           INFO: unit:SetBuildTimeMultiplier(multiplier) -- Set the unit build cost multiplier.
       SetBuilderAutoRepair
           INFO: Unit:SetBuilderAutoRepair( enabled )
       SetBusy
           INFO: SetBusy(unit, flag)
       SetCapturable
           INFO: Set if this unit can be captured or not.
       SetCaptureRate
           INFO: SetCaptureRate(newRate) -- Set the unit capture rate.
       SetConsumptionActive
           INFO: Unit:SetConsumptionActive(flag)
       SetConsumptionPerSecondEnergy
           INFO: unit:SetConsumptionPerSecondEnergy(value) -- Set the consumption of energy of a unit
       SetConsumptionPerSecondMass
           INFO: Set the consumption of mass of the unit
       SetCreator
           INFO: Set the creator for this unit
       SetCustomName
           INFO: Unit:SetCustomName(name)
       SetDamageReductionMultiplier
           INFO: SetDamageReductionMultiplier(frac) -- Set the unit damage reduction multiplier.
       SetDevText
           INFO: Unit:SetDevText(name)
       SetDoNotTarget
           INFO: SetDoNotTarget(unit, flag)
       SetElevation
           INFO: Set the elevation of the unit
       SetExperienceDisabled
           INFO: unit:SetExperienceDisabled(bool)
       SetExperienceGainMultiplier
           INFO: SetExperienceGainMultiplier(frac) -- Set the unit experience gain multiplier.
       SetFireState
           INFO: Set a specific fire state for the retaliation state of the unit
       SetFocusEntity
           INFO: SetFocusUnit(self, focus)
       SetFuelRatio
           INFO: Set the fuel ratio
       SetFuelUseTime
           INFO: Set the fuel use time
       SetIgnoreFriction
           INFO: SetIgnoreFriction(unit, flag)
       SetIgnoreSteering
           INFO: SetIgnoreSteering(unit, flag)
       SetImmobile
           INFO: SetImmobile(unit, flag)
       SetInvulnerable
           INFO: SetInvulnerable(unit, invulnerable)
       SetIsValidTarget
           INFO: SetIsValidTarget(self,bool)
       SetJumpRange
           INFO: Unit:SetJumpRange(float)
       SetLiftMult
           INFO: Set the lift multiplier of the unit
       SetMaxCaptureDistance
           INFO: unit:SetMaxCaptureDistance(radius) -- Set the capture max distance that the unit can be before being captured.
       SetMaxRepairDistance
           INFO: unit:SetMaxRepairDistance(radius) -- Set the repair max distance that the unit can be before repairing.
       SetMotionType
           INFO: Sets the motion type of the unit
       SetNavMaxSpeedMultiplier
           INFO: SetNavMaxSpeedMultiplier( value )
       SetNavMaxTurnSpeedMultiplier
           INFO: SetNavMaxTurnSpeedMultiplier( value )
       SetNumberOfStorageSlots
           INFO: unit:SetNumberOfStorageSlots(num)
       SetPaused
           INFO: Unit:SetPaused()
       SetProductionActive
           INFO: Unit:SetProductionActive(flag)
       SetProductionPerSecondEnergy
           INFO: Set the production of energy of the unit
       SetProductionPerSecondMass
           INFO: Set the production of mass of the unit
       SetProductionPerSecondResearch
           INFO: Set the production of research of the unit
       SetReclaimable
           INFO: Set if this unit can be reclaimed or not.
       SetRegenRate
           INFO: unit:SetRegenRate(rate) -- Set the regen rate of a unit.
       SetRepairRate
           INFO: unit:SetRepairRate(rate) -- Set the repair rate of a unit.
       SetRepairRegenRate
           INFO: unit:SetRepairRegenRate(rate) -- Set the repair regen rate of a unit.
       SetRepairScanRadius
           INFO: unit:SetRepairScanRadius(radius) -- Set the max scan distance to find a valid repair target.
       SetRepairable
           INFO: Set if this unit can be repaired or not.
       SetScriptBit
           INFO: Set the script bit that matches the string to the desired state
       SetShieldCurrentValue
           INFO: Set the shield's current value
       SetShieldMaxValue
           INFO: Set the shield's max value
       SetSpeedMult
           INFO: Set the speed multiplier of the unit
       SetStat
           INFO: SetStat(Name, Value)
       SetStrategicUnderlay
           INFO: SetStrategicUnderlay(icon)
       SetStunned
           INFO: SetStunned(unit, time)
       SetTeleportRange
           INFO: Unit:SetTeleportRange(float)
       SetTurnDampingMult
           INFO: Set the turn damping multiplier of the unit
       SetTurnMult
           INFO: Set the turn multiplier of the unit
       SetUnSelectable
           INFO: SetUnSelectable(unit, flag)
       SetUnitState
           INFO: SetUnitState(name, bool)
       SetWeaponTargetPriorities
           INFO: SetWeaponTargetPriorities(self, priorityTable, [index/label] ) -- Set the targeting priorities for all weapons on this unit, or for a specific weapon, by label or index.
       SetWorkProgress
           INFO: SetWorkProgress(float)
       ShowBone
           INFO: ShowBone(self,bone,affectChildren)
       StopSiloBuild
           INFO: StopSiloBuild(unit)
       TakeDamage
           INFO: TakeDamage(self, instigator, amount, damageType)
       TestCommandCaps
           INFO: Test if a unit has this specified set to true in the blueprint spec.
       TestToggleCaps
           INFO: Test if a unit has this specified set to true in the blueprint spec.
       ToggleFireState
           INFO: Toggle the fire state for the retaliation state of the unit
       ToggleScriptBit
           INFO: Toggle the script bit that matches the string
       TrackDamageToUnit
           INFO: TrackDamageToUnit(self, damagingUnit, amount )
       TransportAddUnitToStorage
           INFO: unit:TransportAddUnitToStorage(target)
       TransportDetachAllUnits
           INFO: DetachAllUnits(self,destroySomeUnits)
       TransportHasAvailableStorage
           INFO: unit:TransportHasAvailableStorage(target)
       TransportHasSpaceFor
           INFO: TransportHasSpaceFor(self,target)
       base
           INFO: derived from Entity
       moho.unit_methods
           INFO: 
   Sim.UnitWeapon
       CanFire
           INFO: UnitWeapon:CanFire()
       ChangeDamage
           INFO: UnitWeapon:ChangeDamage(value)
       ChangeDamageRadius
           INFO: UnitWeapon:ChangeDamageRadius(value)
       ChangeDamageType
           INFO: UnitWeapon:ChangeDamageType(typeName)
       ChangeFiringTolerance
           INFO: UnitWeapon:ChangeFiringTolerance(value)
       ChangeMaxHeightDiff
           INFO: UnitWeapon:ChangeMaxHeightDiff(value)
       ChangeMaxRadius
           INFO: UnitWeapon:ChangeMaxRadius(value)
       ChangeMinRadius
           INFO: UnitWeapon:ChangeMinRadius(value)
       ChangeProjectileBlueprint
           INFO: Change the projectile blueprint of a weapon
       ChangeRateOfFire
           INFO: UnitWeapon:ChangeRateOfFire(value)
       CreateProjectile
           INFO: UnitWeapon:CreateProjectile(muzzlebone)
       FireWeapon
           INFO: bool = UnitWeapon:FireWeapon()
       GetBlueprint
           INFO: blueprint = UnitWeapon:GetBlueprint()
       GetCriticalChance
           INFO: UnitWeapon:GetCriticalChance()
       GetCriticalDamageMultiplier
           INFO: UnitWeapon:GetCriticalDamageMultiplier()
       GetCurrentTarget
           INFO: UnitWeapon:GetCurrentTarget()
       GetCurrentTargetPos
           INFO: UnitWeapon:GetCurrentTargetPos()
       GetDamage
           INFO: UnitWeapon:GetDamage()
       GetDamageRadius
           INFO: UnitWeapon:GetDamageRadius()
       GetFireClockPct
           INFO: Get the firing clock percent (0 - 1)
       GetFiringRandomness
           INFO: Get the firing randomness
       GetProjectileBlueprint
           INFO: blueprint = UnitWeapon:GetProjectileBlueprint()
       GetStunChance
           INFO: UnitWeapon:GetStunChance()
       GetStunDuration
           INFO: UnitWeapon:GetStunDuration()
       IsEnabled
           INFO: UnitWeapon:IsEnabled()
       IsFireControl
           INFO: UnitWeapon:IsFireControl(label)
       PlaySound
           INFO: UnitWeapon:PlaySound(weapon,eventName)
       ResetTarget
           INFO: UnitWeapon:ResetTarget()
       ResetTargetingPriorities
           INFO: Reset the targeting priorities for this weapon to initial weapon blueprint values
       SetCenterOffset
           INFO: UnitWeapon:SetCenterOffset()
       SetEnabled
           INFO: UnitWeapon:SetEnabled(enabled)
       SetFireControl
           INFO: UnitWeapon:SetFireControl(label)
       SetFireTargetLayerCaps
           INFO: UnitWeapon:SetFireTargetLayerCaps(mask)
       SetFiringRandomness
           INFO: Set the firing randomness
       SetStunChance
           INFO: UnitWeapon:SetStunChance()
       SetStunDuration
           INFO: UnitWeapon:SetStunDuration()
       SetTargetEntity
           INFO: UnitWeapon:SetTarget(entity)
       SetTargetGround
           INFO: UnitWeapon:SetTarget(location)
       SetTargetingPriorities
           INFO: Set the targeting priorities for this weapon
       SetWeaponBone
           INFO: UnitWeapon:SetWeaponBone(boneName)
       TargetIsDesiredTarget
           INFO: UnitWeapon:TargetIsDesiredTarget()
       TransferTarget
           INFO: Transfer target from 1 weapon to another
       WeaponHasTarget
           INFO: bool = UnitWeapon:HasTarget()
       moho.weapon_methods
           INFO: 

Unsafe

   Unsafe.<global>
       SHGetFolderPath
           INFO: (name, create?) -- Interface to Win32 SHGetFolderPath api

User

   User.<global>
       ActivateMusicCue
           INFO: ActivateMusicCue(cueName)
       AddBlinkyBox
           INFO: AddBlinkyBox(entityId, onTime, offTime, totalTime)
       AddCommandFeedback
           INFO: AddCommandFeedback( texturename, scale, color, positionX, positionY, positionZ, rotateSpeed, rotationMax, duration)
       AddCommandFeedbackBlip
           INFO: AddCommandFeedbackBlip(meshInfoTable, duration)
       AddConsoleOutputReciever
           INFO: handler AddConsoleOutputReciever(func(text))
       AddInputCapture
           INFO: AddInputCapture(control) - set a control as the current capture
       AddSelectUnits
           INFO: Add these units to the currently Selected lists
       AddToSessionExtraSelectList
           INFO: Add unit to the session extra select list
       AnyInputCapture
           INFO: bool AnyInputCapture() - returns true if there is anything currently on the capture stack
       AudioSetLanguage
           INFO: AudioSetLanguage(name()
       CanUseArmyAbilityInSlot
           INFO: Check if an army ability may be used
       ChangeTerrainRNMSet
           INFO: Changes the RNM set used for terrain rendering
       ClearBuildTemplates
           INFO: clear and disable the build templates.
       ClearFrame
           INFO: ClearFrame(int head) - destroy all controls in frame, nil head will clear all frames
       ClearSessionExtraSelectList
           INFO: Clear the session extra select list
       CloseFile
           INFO:  CloseDumpFile( )
       ConExecute
           INFO: ConExecute('command string') -- Perform a console command
       ConExecuteSave
           INFO: ConExecuteSave('command string') -- Perform a console command, saved to stack
       ConTextMatches
           INFO: strings ContextMatches(string)
       CopyCurrentReplay
           INFO: CopyCurrentReplay(string profile, string newFilename) - copy the current replay to another file
       CreateUnitAtMouse
           INFO: CreateUnitAtMouse
       CurrentTime
           INFO: Get the current time in seconds, counting from 0 at application start. This is wall-clock time and is unaffected by gameplay.
       DeactivateUI
           INFO: Hide all UI
       DebugFacilitiesEnabled
           INFO: bool DebugFacilitiesEnabled() - returns true if debug facilities are enabled.
       DeleteCommand
           INFO: DeleteCommand(id)
       DisableMouse
           INFO: DisableMouse()
       DisableVibrations
           INFO: DisableVibrations - stop existing vibration and disallow any in the future
       DisableWorldSounds
           INFO: DisableWorldSounds
       DisplayAchievementScreen
           INFO: DisplayAchievementScreen() - built in achievements screen
       DisplayPIP
           INFO: DisplayPIP() - Start the picture in picture dialog
       DumpPrefsToConsole
           INFO:  OpenDumpFileForWrite( filename )
       EjectSessionClient
           INFO: EjectSessionClient(int clientIndex) -- eject another client from your session
       EnableMouse
           INFO: EnableMouse()
       EnableReverb
           INFO: EnableReverb(enable)
       EnableVibrations
           INFO: EnableVibrations - enable the vibrations of the joystick
       EnableWorldSounds
           INFO: EnableWorldSounds
       EngineStartFrontEndUI
           INFO: EngineStartFrontEndUI() - kill current UI and start main menu from top
       EngineStartSplashScreens
           INFO: EngineStartSplashScreens() - kill current UI and start splash screens
       EntityCategoryContains
           INFO: See if a unit category contains this unit
       EntityCategoryFilterDown
           INFO: Filter a list of units to only those found in the category
       EntityCategoryFilterOut
           INFO: Filter a list of units to exclude those found in the category
       ExecLuaInSim
           INFO: Execute some lua code in the sim
       ExitApplication
           INFO: ExitApplication - request that the application shut down
       ExitGame
           INFO: ExitGame() - Quits the sim, but not the app
       FlushEvents
           INFO: FlushEvents() -- flush mouse/keyboard events
       FormatTime
           INFO: string FormatTime(seconds) - format a string displaying the time specified in seconds
       GameTick
           INFO: Get the current game time in ticks. The game time is the simulation time, that stops when the game is paused.
       GameTime
           INFO: Get the current game time in seconds. The game time is the simulation time, that stops when the game is paused.
       GenerateBuildTemplateFromSelection
           INFO: generate and enable build templates from the current selection.
       GetActiveBuildTemplate
           INFO: get active build template back to lua.
       GetAntiAliasingOptions
           INFO: obj GetAntiAliasingOptions()
       GetArmiesTable
           INFO: armyInfo GetArmiesTable()
       GetArmyAbilityInfoForSlot
           INFO: Build a table with ability info for the ability in slot
       GetArmyAvatars
           INFO: table GetArmyAvatars() - return a table of avatar units for the army
       GetArmyScore
           INFO: int GetArmyScore(armyIndex)
       GetAssistingUnitsList
           INFO: Get a list of units assisting me
       GetAttachedUnitsList
           INFO: Get a list of units blueprint attached to transports
       GetAudioLOD
           INFO: GetAudioLOD()
       GetAudioLOD
           INFO: GetAudioLOD()
       GetBlueprint
           INFO: blueprint = GetBlueprint()
       GetCamera
           INFO: GetCamera(name)
       GetCompletedResearchTotal
           INFO: GetCompletedResearchTotal( techID )
       GetCurrentUIState
           INFO: state GetCurrentUIState() - returns 'splash', 'frontend' or 'game' depending on the current state of the ui
       GetCursor
           INFO: GetCursor()
       GetEconomyTotals
           INFO: table GetEconomyTotals()
       GetFireState
           INFO: Get the right fire state for the units passed in
       GetFocusArmy
           INFO: GetFocusArmy()
       GetFrame
           INFO: frame GetFrame(int head) - return the root UI frame for a given head
       GetFrontEndData
           INFO: table GetFrontEndData(key)
       GetGameSpeed
           INFO: Return the current game speed
       GetGameTime
           INFO: string GetGameTime() - returns a formatted string displaying the time the game has been played
       GetGameTimeSeconds
           INFO: float GetGameTimeSeconds() - returns game time in seconds
       GetIdleEngineers
           INFO: table GetIdleEngineers() - return a table of idle engineer units for the army
       GetIdleFactories
           INFO: table GetIdleFactories() - return a table of idle factory units for the army
       GetInputCapture
           INFO: control GetInputCapture() - returns the current capture control, or nil if none
       GetIsAutoMode
           INFO: See if anyone in the list is auto building
       GetIsAutoSurfaceMode
           INFO: See if anyone in the list is auto surfacing
       GetIsPaused
           INFO: Is anyone ins this list builder paused?
       GetIsSubmerged
           INFO: Determine if units are submerged (-1), not submerged(1) or unable to tell (0)
       GetJoystickFocus
           INFO: GetJoystickFocus() -- return the control which sees joystick input, or nil if there's no focus.
       GetMouseScreenPos
           INFO: vector GetMouseScreenPos()
       GetMouseWorldPos
           INFO: vector GetMouseWorldPos()
       GetNumRootFrames
           INFO: int GetNumRootFrames() - returns the current number of root frames (typically one per head
       GetOptions
           INFO: obj GetOptions()
       GetPreference
           INFO: obj GetPreference(string, [default])
       GetResearchCosts
           INFO: GetResearchCosts()
       GetResearchId
           INFO: GetResearchId( techID )
       GetResearchLevel
           INFO: int GetResearchLevel( techID )
       GetResourceSharing
           INFO: bool GetResourceSharing()
       GetRolloverInfo
           INFO: rolloverInfo GetRolloverInfo()
       GetScriptBit
           INFO: Get the state for the script big
       GetSelectedUnits
           INFO: table GetSelectedUnits() - return a table of the currently selected units
       GetSessionClients
           INFO: GetSessionClients() -- return a table of the various clients in the current session.
       GetSimRate
           INFO: number GetSimRate()
       GetSimTicksPerSecond
           INFO: int GetSimTicksPerSecond()
       GetSpecialFileInfo
           INFO: table GetSpecialFileInfo(string profileName, string basename, string type) - get information on a profile based file, nil if unable to find
       GetSpecialFilePath
           INFO: string GetSpecialFilePath(string profilename, string filename, string type) - Given the base name of a special file, retuns the complete path
       GetSpecialFiles
           INFO: table GetSpecialFiles(string type)- returns a table of strings which are the names of files in special locations (currently SaveFile, Replay)
       GetSpecialFolder
           INFO: string GetSpecialFolder(string type)
       GetStorageDevice
           INFO: GetStorageDevice - returns the storage device current in use(0=none, 1=HDD, >1 MU)
       GetSystemTime
           INFO: string GetSystemTime() - returns a formatted string displaying the System time
       GetSystemTimeSeconds
           INFO: float GetSystemTimeSeconds() - returns System time in seconds
       GetTextureDimensions
           INFO: width, height GetTextureDimensions(filename, border = 1)
       GetUIControlsAlpha
           INFO: float GetUIControlsAlpha() -- get the alpha multiplier for 2d UI controls
       GetUnitBlueprintByName
           INFO: blueprint = GetUnitBlueprintByName(bpName)
       GetUnitById
           INFO: GetUnitById(id)
       GetUnitCommandData
           INFO: orders, buildableCategories, GetUnitCommandData(unitSet) -- given a set of units, gets the union of orders and unit categories (for determining builds)
       GetUnitCommandFromCommandCap
           INFO: string GetUnitCommandFromCommandCap(string) - given a RULEUCC type command, return the equivalent UNITCOMMAND command
       GetValidAttackingUnits
           INFO: table GetValidAttackingUnits() - return a table of the currently selected units
       GetVolume
           INFO: float GetVolume(category)
       GetXboxScreenHeight
           INFO: res,widesceen = GetXboxScreenHeight()
       HasLocalizedVO
           INFO: HasLocalizedVO(languageCode)
       HaveRoomToSavePreferences
           INFO: HaveRoomToSavePreferences()
       IN_AddKeyMapTable
           INFO: IN_AddKeyMapTable(keyMapTable) - add a set of key mappings
       IN_ClearKeyMap
           INFO: IN_ClearKeyMap() - clears all key mappings
       IN_RemoveKeyMapTable
           INFO: IN_RemoveKeyMapTable(keyMapTable) - removes the keys from the key map
       InternalCreateBitmap
           INFO: InternalCreateBitmap(luaobj,parent) -- for internal use by CreateBitmap()
       InternalCreateBorder
           INFO: InternalCreateBorder(luaobj,parent) -- for internal use by CreateBorder()
       InternalCreateDragger
           INFO: InternalCreateDragger(luaobj) -- for internal use by CreateDragger()
       InternalCreateEdit
           INFO: InternalCreateEdit(luaobj,parent)
       InternalCreateFloatText
           INFO: InternalCreateFloatText(luaobj,parent,fontName,fontSize)
       InternalCreateFrame
           INFO: InternalCreateFrame(luaobj) -- For internal use by CreateFrame()
       InternalCreateGroup
           INFO: InternalCreateGroup(luaobj,parent) -- For internal use by CreateGroup()
       InternalCreateHistogram
           INFO: InternalCreateHistogram(luaobj,parent) -- For internal use by CreateHistogram()
       InternalCreateItemList
           INFO: InternalCreateItemList(luaobj,parent) -- for internal use by CreateItemList()
       InternalCreateMapPreview
           INFO: InternalCreateMapPreview(luaobj,parent)
       InternalCreateMesh
           INFO: InternalCreateMesh(luaobj,parent) -- for internal use by CreateMesh()
       InternalCreateMovie
           INFO: InternalCreateMovie(luaobj,parent) -- for internal use by CreateMovie()
       InternalCreateScrollbar
           INFO: InternalCreateScrollbar(luaobj,parent,axis) -- for internal use by CreateScrollBar()
       InternalCreateText
           INFO: InternalCreateText(luaobj,parent)
       InternalCreateTreeWheel
           INFO: TreeWheel:InternalCreateTreeWheel(luaobj,parent)
       InternalCreateWheelBackdrop
           INFO: InternalCreateWheelBackdrop(luaobj,parent) -- for internal use by CreateWheelBackdrop()
       InternalCreateWheelBits
           INFO: InternalCreateWheelBits(luaobj,parent) -- for internal use by CreateWheelBits()
       InternalCreateWheelSelector
           INFO: InternalCreateWheelSelector(luaobj,parent) -- for internal use by CreateWheelSelector()
       InternalCreateWldUIProvider
           INFO: InternalCreateWldUIProvider(luaobj) - create the C++ script object
       InternalCreateWorldMesh
           INFO: InternalCreateWorldMesh(luaobj) -- for internal use by WorldMesh()
       InternalSaveGame
           INFO: InternalSaveGame(filename, friendlyname, oncompletion) -- save the current session.
       IsAlly
           INFO: IsAlly(army1,army2)
       IsBuildQueueInAppendMode
           INFO: bool IsBuildQueueInAppendMode()
       IsCompletedResearch
           INFO: IsCompletedResearch( techID )
       IsEnemy
           INFO: IsEnemy(army1,army2)
       IsHunkered
           INFO: Determine if units are hunkered (-1), not hunkered(1) or unable to tell (0)
       IsJoystickButtonDown
           INFO: IsJoystickButtonDown(buttonCode)
       IsJoystickButtonReleased
           INFO: IsJoystickButtonReleased(buttonCode)
       IsJoystickTriggerDown
           INFO: bool = IsJoystickTriggerDown(buttonCode)
       IsJoystickTriggerReleased
           INFO: bool = IsJoystickTriggerReleased(buttonCode)
       IsJumping
           INFO: Determine if units are jumping (-1), not jumping(1) or unable to tell (0)
       IsKeyDown
           INFO: IsKeyDown(keyCode)
       IsNeutral
           INFO: IsNeutral(army1,army2)
       IsObserver
           INFO: IsObserver()
       IsResearchInProgress
           INFO: bool IsResearchInProgress()
       IsStartedResearch
           INFO: IsStartedResearch( techToCheck )
       IsXbox
           INFO: IsXbox() -- Are we running this code on the Xbox 360?
       IssueArmyCommand
           INFO: IssueCommand(command,cmdData
       IssueBlueprintCommand
           INFO: IssueBlueprintCommand(command, blueprintid, count, clear = false)
       IssueCommand
           INFO: IssueCommand(command,[string],[clear],[immediate])
       IssueDockCommand
           INFO: IssueDockCommand(clear)
       IssueResearchCommand
           INFO: IssueResearchCommand(researchId, cost, [boostLevel], [clear])
       IssueUnitCommand
           INFO: IssueUnitCommand(unitList,command,[string],[clear])
       KeycodeMSWToMaui
           INFO: int KeycodeMSWToMaui(int) - given a MS Windows char code, returns the Maui char code
       KeycodeMauiToMSW
           INFO: int KeycodeMauiToMSW(int) - given a char code from a key event, returns the MS Windows char code
       KillVibrations
           INFO: KillVibrations - kill any current vibrations of the joystick
       LaunchReplaySession
           INFO: bool LaunchReplaySession(filename) - starts a replay of a given file, returns false if unable to launch
       LaunchSinglePlayerSession
           INFO: LaunchSinglePlayerSession(sessionInfo) -- launch a new single player session.
       LoadSavedGame
           INFO: bool LoadSavedGame(filename)
       LockSoundProcess
           INFO: LockSoundProcess()
       LogicalXOR
           INFO: bool LogicalXOR(bool,bool)
       OpenDumpFileForWrite
           INFO:  OpenDumpFileForWrite( filename )
       OpenURL
           INFO: OpenURL(string) - open the default browser window to the specified URL
       ParseEntityCategory
           INFO: parse a string to generate a new entity category
       PauseSound
           INFO: PauseSound(categoryString,bPause)
       PauseVoice
           INFO: PauseVoice(categoryString,bPause)
       PlayMovies
           INFO: PlayMovies - Plays a string movies specified by the parameter string.
       PlaySound
           INFO: handle = PlaySound(eventname)
       PlayTutorialVO
           INFO: PlayTutorialVO(params)
       PlayVoice
           INFO: PlayVoice(params,duck)
       PostDragger
           INFO: PostDragger(originFrame, keycode, dragger)
                 Make 'dragger' the active dragger from a particular frame. You can pass nil to cancel the current dragger.
       PrefetchSession
           INFO: PrefetchSession(mapname, mods, hipri) -- start a background load with the given map and mods. If hipri is true, this will interrupt any previous loads in progress.
       PreloadPIP
           INFO: PreloadPIP() - Preload PIP
       Random
           INFO: Random([[min,] max])
       ReleasePrimaryJoystick
           INFO: ReleasePrimaryJoystick - release the primary joystick and scans all connected joysticks
       RemoveCommandFeedback
           INFO: RemovePersistentCommandFeedback(ID)
       RemoveConsoleOutputReciever
           INFO: RemoveConsoleOutputReciever(handler)
       RemoveFromSessionExtraSelectList
           INFO: Remove unit from the session extra select list
       RemoveInputCapture
           INFO: RemoveInputCapture(control) - remove the control from the capture array (always first from back)
       RemoveProfileDirectories
           INFO: RemoveProfileDirectories(string profile) - Removes the profile directory and all special files
       RemoveSpecialFile
           INFO: RemoveSpecialFile(string profilename, string basename, string type) - remove a profile based file from the disc
       RenderOverlayEconomy
           INFO: RenderOverlayEconomy(bool)
       RenderOverlayIntel
           INFO: RenderOverlayIntel(bool)
       RenderOverlayMilitary
           INFO: RenderOverlayMilitary(bool)
       RestartSession
           INFO: RestartSession() - Restart the current mission/skirmish/etc
       ResumeBackgroundLoadingThread
           INFO: resume the loading of the meshes
       SaveOnlineAchievements
           INFO: SaveOnlineAchievements() - save to built in achievements
       SavePreferences
           INFO: SavePreferences()
       SelectUnits
           INFO: Select the specified units
       SessionCanRestart
           INFO: Return true if the active session can be restarted.
       SessionEndGame
           INFO: End the current game session.  The session says active, we just disconnect from everyone else and freeze play.
       SessionGetCommandSourceNames
           INFO: Return a table of  command sources.
       SessionGetLocalCommandSource
           INFO: Return the local command source.  Returns 0 if the local client can't issue commands.
       SessionGetScenarioInfo
           INFO: Return the table of scenario info that was originally passed to the sim on launch.
       SessionIsActive
           INFO: Return true if there is a session currently running
       SessionIsBeingRecorded
           INFO: Return true if the active session is a being recorded.
       SessionIsCampaign
           INFO: Return true if the active session is a campaign session.
       SessionIsGameOver
           INFO: Return true if the session has been won or lost yet.
       SessionIsMultiplayer
           INFO: Return true if the active session is a multiplayer session.
       SessionIsObservingAllowed
           INFO: Return true if observing is allowed in the active session.
       SessionIsPaused
           INFO: Return true if the session is paused.
       SessionIsReplay
           INFO: Return true if the active session is a replay session.
       SessionRequestPause
           INFO: Pause the world simulation.
       SessionResume
           INFO: Resume the world simulation.  SessionResume( clearMenus = false )
       SessionSendChatMessage
           INFO: SessionSendChatMessage([client-or-clients,] message)
       SessionTogglePause
           INFO: Toggles the pause state of the world simulation.
       SetActiveBuildTemplate
           INFO: set this as an active build template.
       SetAmbientReverb
           INFO: SetAmbientReverb(reverbName)
       SetAudioLOD
           INFO: SetAudioLOD(integer)
       SetAudioLOD
           INFO: SetAudioLOD(integer)
       SetAudioParameter
           INFO: SetAudioParameter(paramName, value)
       SetAutoMode
           INFO: See if anyone in the list is auto building
       SetAutoSurfaceMode
           INFO: See if anyone in the list is auto surfacing
       SetCategoryMute
           INFO: SetCategoryMute(category, mute)
       SetCursor
           INFO: SetCursor(cursor)
       SetCursorShader
           INFO: SetCursorShader(cursor)
       SetFireState
           INFO: Set the specific fire state for the units passed in
       SetFocusArmy
           INFO: SetFocusArmy(armyIndex or -1)
       SetFrontEndData
           INFO: SetFrontEndData(key, data)
       SetGameSpeed
           INFO: Set the desired game speed
       SetObjectives
           INFO: SetObjectives(objectivestable) - Get the objectives table from the UserSyn
       SetObjectivesUpdate
           INFO: SetObjectivesUpdate(objectivesupdatetable) - Get the objectives update table from the UserSyn
       SetOnlineAchievement
           INFO: SetOnlineAchievement(achievementId) - add to built in achievements
       SetOverlayFilter
           INFO: SetOverlayFilter()
       SetOverlayFilters
           INFO: SetOverlayFilters(list)
       SetPaused
           INFO: Pause builders in this list
       SetPreference
           INFO: SetPreference(string, obj)
       SetPrimaryJoystick
           INFO: SetPrimaryJoystick - makes the joystick that pressed/released a button the primary joystick (per TCR)
       SetSoundEventParameter
           INFO: SetSoundEventParameter(handle, paramName, paramValue)
       SetSoundEventVolume
           INFO: SetSoundEventVolume(handle, volumeValue)
       SetUIControlsAlpha
           INFO: SetUIControlsAlpha(float alpha) -- set the alpha multiplier for 2d UI controls
       SetVolume
           INFO: SetVolume(category, volume)
       SimCallback
           INFO: SimCallback(callback[,bool]): Execute a lua function in sim
                 callback = {
                    Func    =   function name (in the SimCallbacks.lua module) to call
                    Args    =   Arguments as a lua object
                 }
                 If bool is specified and true, sends the current selection with the command
       SndEnableMemProfile
           INFO: SndEnableMemProfile
       SoundIsPrepared
           INFO: SoundIsPrepared()
       StopAllSounds
           INFO: StopAllSounds()
       StopSound
           INFO: StopSound(handle,[immediate=false])
       StretchCursorHasEnemyTarget
           INFO: StretchCursorHasEnemyTarget() Returns true if an enemy is currently targeted by the stretch cursor
       SyncPlayableRect
           INFO: SyncPlayableRect(region)
       TeamColorMode
           INFO: TeamColorMode(bool)
       ToggleFireState
           INFO: Set the right fire state for the units passed in
       ToggleScriptBit
           INFO: Set the right fire state for the units passed in
       UIBuildUnit
           INFO: UIBuildUnit - attempts to build the unit blueprint specified with the builders selected.
       UICommandsHasFocus
           INFO: UICommandsHasFocus - Returns true if the cursor is hovering over the UICommands scene
       UIConstructionOnQueueChanged
           INFO: UIConstructionOnQueueChanged - Called when the queue is altered so we can update our interface.
       UIEnableStrategicView
           INFO: UIShowStrategicView - Updates the visibility of strategic view.
       UIFrontEndInit
           INFO: UIFrontEndInit - Initializes the UIFrontEnd interface handling.
       UIFrontEndShutdown
           INFO: UIFrontEndShutdown - Shuts down the UIFrontEnd interface handling.
       UIGameActiveRecall
           INFO: UIGameActiveRecall - Recalls all ui to activate to the original state.
       UIGameInit
           INFO: UIGameInit - Initializes the UIGame interface handling.
       UIGameIsLoadingSave
           INFO: UIGameIsLoadingSave - See if we're loading a game from a save.
       UIGamePostInit
           INFO: UIGamePostInit - Initializes the UIGame interface handling.
       UIGameSelectionChanged
           INFO: UIGameSelectionChanged( newSelection ) - Called whenever the in-game selection changes.
       UIGameShutdown
           INFO: UIGameShutdown - Shuts down the UIGame interface handling.
       UIGetSelectedConstructionTabIndex
           INFO: UIGetSelectedConstructionTabIndex - returns the index to the construction tab that is selected
       UIHideDialog
           INFO: UIHideDialog - Allows you to pop-up a dialog from lua.
       UIIsConstructionEnabled
           INFO: UIIsConstructionEnabled - Indicates if the construction scene is active and units can be built.
       UIIssuedCommand
           INFO: UIIssuedCommand - Called when a command is given by to a set of units
       UILoadCustomScene
           INFO: UICustom - Actives a custom scene
       UILoadingAllowPlayerReady
           INFO: UILoadingAllowPlayerReady - Allows the player to enter the game after load.
       UILoadingScreenLoadComplete
           INFO: UILoadingScreenLoadComplete - Lets the loading screen know the game is done loading.
       UILoadingScreenPushToFront
           INFO: UILoadingScreenLoadComplete - Lets the loading screen know the game is done loading.
       UIMoviePlaybackEnableSubtitles
           INFO: UIMoviePlaybackEnableSubtitles - Enables/Disables subtitles.
       UIOptionsSetValue
           INFO: UIOptionsSetValue - Sets a value for a given option key.
       UIPauseConstructionUnit
           INFO: UIPauseConstructionUnit - Called on key bound request to pause the construction units.
       UIQuickSave
           INFO: UIQuickSave - Performs a quicksave.
       UIRegisterResearchBuff
           INFO: UIRegisterResearchBuff - Registers a buff so we can use it for tooltips.
       UIResearchLockHidden
           INFO: UIResearchLock - Locks the Research UI from displaying ( bool ture = locked off).
       UISelectAndZoomTo
           INFO: UISelectAndZoomTo(userunit,[seconds])
       UISelectConstructionTab
           INFO: UISelectConstructionTab - Select the construction tab specified by an index (used for control look-up)
       UISelectionByCategory
           INFO: UISelectionByCategory(expression, addToCurSel, inViewFrustum, nearestToMouse, mustBeIdle) - selects units based on a category expression
       UISelectionUnselectAll
           INFO: UISelectionUnselectAll() - de-selects everything/anything
       UISetLockInput
           INFO: UISetLockInput - Sets the input state for the game.
       UISetNISActive
           INFO: UISetNISActive - Sets the NIS interfaces active or inactive.
       UISetNextSelectionFireMode
           INFO: SetNextSelectionFireMode - Called on key bound request to cycle through fire mode on selected units.
       UIShowCampaignSummary
           INFO: UIShowCampaignSummary - Shows the campaign summary screen.
       UIShowConstructionKeyBindings
           INFO: UIShowConstructionKeyBindings - Shows the keybindings on the construction menu.
       UIShowDialog
           INFO: UIShowDialog - Allows you to pop-up a dialog from lua.
       UIShowDialogMsg
           INFO: UIShowDialogMsg - Allows you to pop-up a dialog from lua.
       UIShowKeyBindings
           INFO: UIShowKeyBindings - Shows the current key bindings.
       UIShowLoadMenu
           INFO: UIShowLoadMenu - Shows load menu.
       UIShowLoadingScreen
           INFO: UIShowLoadingScreen - Shows a loading screen with a specified movie.
       UIShowSaveMenu
           INFO: UIShowSaveMenu - Shows save menu.
       UIShowToolTips
           INFO: UIShowToolTips - Sets the visibility of in-game tool tips.
       UITempResearchInit
           INFO: UITempResearchInit - Initializes the new Research UI to work with the old UI.
       UITempResearchShutdown
           INFO: UITempResearchShutdown - Shuts down the new Research UI (used only by the old UI).
       UIToggleMainMenu
           INFO: UIToggleMainMenu - Activates the main menu in game.
       UIToggleScoreboard
           INFO: UIToggleScoreboard - Called when scoreboard toggle is requested 
       UIZoomTo
           INFO: UIZoomTo(units,[seconds])
       UI_HideCursor
           INFO: Global Hide Cursor
       UI_ShowCursor
           INFO: Global ShowCursor
       UnProject
           INFO: VECTOR3 UnProject(self,VECTOR2)
       UnlockSoundProcess
           INFO: UnlockSoundProcess()
       UpdateUIScore
           INFO: UpdateUIScore - Updates the score for a particular player index.
       UseGamepad
           INFO: UseGamepad() -- Returns if we want our UI to be gamepad-based.  Returns true always on X360
       UseNewFrontend
           INFO: UseNewFrontend() -- Returns true if we want to use the new UI frontend system on the PC.  Returns true always on X360
       UseNewUI
           INFO: UseNewUI() -- Returns true if we want to use the new UI system on the PC.  Returns true always on X360
       ValidateUnitsList
           INFO: Validate a list of units 
       WorldIsLoading
           INFO: bool = WorldIsLoading()
       WorldIsPlaying
           INFO: bool = WorldIsPlaying()
       WriteToDumpFile
           INFO:  WriteToDumpFile( data )
       _c_CreateCursor
           INFO: _c_CreateCursor(luaobj,spec)
       _c_CreateDecal
           INFO: Create a decal in the user layer
       _c_CreatePathDebugger
           INFO: _c_CreatePathDebugger(luaobj,spec)
       print
           INFO: Print a log message
   User.CLuaWldUIProvider
       moho.WldUIProvider_methods
           INFO: 
   User.CMauiBitmap
       GetNumFrames
           INFO: GetNumFrames()
       InternalSetSolidColor
           INFO: Bitmap:InternalSetSolidColor(color)
       Loop
           INFO: Loop(bool)
       OverrideTechnique
           INFO: OverrideTechnique( newTechniqueName ) - allows the bitmap to be drawn using a different technique
       Play
           INFO: Play()
       SetBackwardPattern
           INFO: SetBackwardPattern()
       SetForwardPattern
           INFO: SetForwardPattern()
       SetFrame
           INFO: SetFrame(int)
       SetFramePattern
           INFO: SetFramePattern(pattern)
       SetFrameRate
           INFO: SetFrameRate(float)
       SetLoopPingPongPattern
           INFO: SetLoopPingPongPattern()
       SetNewTexture
           INFO: Bitmap:SetNewTexture(filename(s), border=1)
       SetPingPongPattern
           INFO: SetPingPongPattern()
       SetTiled
           INFO: SetTiled(bool)
       SetUV
           INFO: Bitmap:SetUV(float u0, float v0, float u1, float v1)
       ShareTextures
           INFO: ShareTextures(bitmap) - allows two bitmaps to use the same textures
       Stop
           INFO: Stop()
       UseAlphaHitTest
           INFO: UseAlphaHitTest(bool)
       base
           INFO: derived from CMauiControl
       moho.bitmap_methods
           INFO: 
   User.CMauiBorder
       SetSolidColor
           INFO: SetSolidColor(color)
       base
           INFO: derived from CMauiControl
       moho.border_methods
           INFO: 
   User.CMauiControl
       AcquireKeyboardFocus
           INFO: AcquireKeyboardFocus(bool blocksKeyDown)
       ApplyFunction
           INFO: ApplyFunction(func) - applys a function to this control and all children, function will recieve the control object as the only parameter
       ClearChildren
           INFO: ClearChildren()
       Destroy
           INFO: Control:Destroy() -- destroy a control.
       DisableHitTest
           INFO: Control:DisableHitTest([recursive]) -- hit testing will be skipped for this control
       Dump
           INFO: Dump
       EnableHitTest
           INFO: Control:EnableHitTest([recursive]) -- hit testing will be checked for this control
       GetAlpha
           INFO: float GetAlpha()
       GetCurrentFocusControl
           INFO: GetCurrentFocusControl()
       GetFadeAlpha
           INFO: float GetFadeAlpha()
       GetName
           INFO: string GetName()
       GetParent
           INFO: Control:GetParent() -- return the parent of this control, or nil if it doesn't have one.
       GetRenderPass
           INFO: int GetRenderPass()
       GetRootFrame
           INFO: Frame GetRootFrame()
       GetRotationAngle
           INFO: float GetRotationAngle()
       HasJoystickFocus
           INFO: bool HasJoystickFocus()
       Hide
           INFO: Control:Hide() -- stop rendering and hit testing the control
       HitTest
           INFO: bool HitTest(x, y) - given x,y coordinates, tells you if the control is under the coordinates
       IsHidden
           INFO: Control:IsHidden() -- determine if the control is hidden
       IsHitTestDisabled
           INFO: Control:IsHitTestDisabled() -- determine if hit testing is disabled
       NeedsFrameUpdate
           INFO: bool NeedsFrameUpdate()
       SetAlpha
           INFO: SetAlpha(float, children) - Set the alpha of a given control, if children is true, also sets childrens alpha
       SetFadeAlpha
           INFO: SetFadeAlpha(float, children) - Set the alpha of a given control, if children is true, also sets childrens alpha
       SetHidden
           INFO: Control:SetHidden() -- set the hidden state of the control
       SetName
           INFO: SetName(string)
       SetNeedsFrameUpdate
           INFO: SetNeedsFrameUpdate(bool needsIt)
       SetParent
           INFO: Control:SetParent(newParentControl) -- change the control's parent
       SetRenderPass
           INFO: int SetRenderPass()
       SetRotation
           INFO: SetRotation(angle, [centerX, centerY]) - Rotate this control about a center point, if no center is provided it will default to the center of the control.
       SetUsingRepeater
           INFO: Control:SetUsingRepeater(true/false) -- enable handling of repeating joystick buttons
       Show
           INFO: Control:Show() -- start rendering and hit testing the control
       TakeJoystickFocus
           INFO: TakeJoystickFocus()
       moho.control_methods
           INFO: 
   User.CMauiCursor
       HideDeviceCursor
           INFO: Cursor:HideDeviceCursor()
       HideJoystickCursor
           INFO: Cursor:HideJoystickCursor()
       IsJoystickCursor
           INFO: Cursor:IsJoystickCursor()
       ResetToDefault
           INFO: Cursor:ResetToDefault()
       SetColor
           INFO: Cursor:SetColor(color)
       SetDefaultTexture
           INFO: Cursor:SetDefaultTexture(filename, hotspotX, hotspotY)
       SetNewTexture
           INFO: Cursor:SetTexture(filename, hotspotX, hotspotY, color)
       Show
           INFO: Cursor:Show()
       ShowDeviceCursor
           INFO: Cursor:ShowDeviceCursor()
       ShowJoystickCursor
           INFO: Cursor:ShowJoystickCursor()
       UseQuadCursor
           INFO: Cursor:UseQuadCursor( bool )
       moho.cursor_methods
           INFO: 
   User.CMauiEdit
       AcquireFocus
           INFO: AcquireFocus()
       ClearText
           INFO: Edit:ClearText()
       DisableInput
           INFO: Edit:Disable()
       EnableInput
           INFO: Edit:EnableInput()
       GetBackgroundColor
           INFO: color Edit:GetBackgroundColor()
       GetCaretColor
           INFO: color Edit:GetCaretColor()
       GetCaretPosition
           INFO: int GetCaretPosition
       GetFontHeight
           INFO: int GetFontHeight()
       GetForegroundColor
           INFO: color Edit:GetForegroundColor()
       GetHighlightBackgroundColor
           INFO: color GetHighlightBackgroundColor()
       GetHighlightForegroundColor
           INFO: color GetHighlightForegroundColor()
       GetMaxChars
           INFO: int Edit:GetMaxChars()
       GetStringAdvance
           INFO: number Edit:GetAdvance(string) - get the advance of a string using the same font as the control
       GetText
           INFO: string Edit:GetText()
       IsBackgroundVisible
           INFO: bool Edit:IsBackgroundVisible()
       IsCaretVisible
           INFO: bool Edit:IsCaretVisible()
       IsEnabled
           INFO: bool Edit:IsEnabled()
       SetCaretCycle
           INFO: edit:SetCaretCycle(float seconds, uint32 minAlpha, uint32 maxAlpha)
       SetCaretPosition
           INFO: SetCaretPosition(int)
       SetDropShadow
           INFO: SetDropShadow(bool)
       SetMaxChars
           INFO: Edit:SetMaxChars(int size)
       SetNewBackgroundColor
           INFO: Edit:SetNewBackgroundColor(color)
       SetNewCaretColor
           INFO: Edit:SetNewCaretColor(color)
       SetNewFont
           INFO: Edit:SetNewFont(family, pointsize)
       SetNewForegroundColor
           INFO: Edit:SetNewForegroundColor(color)
       SetNewHighlightBackgroundColor
           INFO: SetNewHighlightBackgroundColor(color)
       SetNewHighlightForegroundColor
           INFO: SetNewHightlightForegroundColor(color)
       SetText
           INFO: Edit:SetText(string text)
       ShowBackground
           INFO: Edit:ShowBackground(bool)
       ShowCaret
           INFO: Edit:ShowCaret(bool)
       base
           INFO: derived from CMauiControl
       moho.edit_methods
           INFO: 
   User.CMauiFloatText
       SetFloatText
           INFO: FloatText:SetFloatText(text, velocity, position, duration, xmin, xmax, color, font, size)
       SetNewClipToWidth
           INFO: FloatText:SetNewClipToWidth(bool) - will cause the control to only render as many charachters as fit in its width
       base
           INFO: derived from CMauiText
       moho.floattext_methods
           INFO: 
   User.CMauiFrame
       GetTopmostDepth
           INFO: float GetTopmostDepth()
       SetTargetHead
           INFO: SetTargetHead(int)
       base
           INFO: derived from CMauiControl
       moho.frame_methods
           INFO: 
   User.CMauiGroup
       moho.group_methods
           INFO: 
   User.CMauiHistogram
       SetXIncrement
           INFO: SetXIncrement(int)
       SetYIncrement
           INFO: SetYIncrement(int)
       base
           INFO: derived from CMauiControl
       moho.histogram_methods
           INFO: 
   User.CMauiItemList
       DeleteAllItems
           INFO: itemlist = ItemList:DeleteAllItems()
       DeleteItem
           INFO: itemlist = ItemList:DeleteItem(index)
       Empty
           INFO: bool ItemList:Empty()
       GetItem
           INFO: item = ItemList:GetItem(index)
       GetItemCount
           INFO: int ItemList:GetItemCount()
       GetRowHeight
           INFO: float ItemList:GetRowHeight()
       GetSelection
           INFO: index = ItemList:GetSelection()
       GetStringAdvance
           INFO: number ItemList:GetAdvance(string) - get the advance of a string using the same font as the control
       GetTopRowIndex
           INFO: float ItemList:GetTopRowIndex()
       ModifyItem
           INFO: itemlist = ItemList:ModifyItem(index, string)
       NeedsScrollBar
           INFO: bool NeedsScrollBar() - returns true if a scrollbar is needed, else false
       ScrollToBottom
           INFO: ItemList:ScrollToBottom()
       ScrollToTop
           INFO: ItemList:ScrollToTop()
       SetMaxExternalLeading
           INFO: SetMaxExternalLeading(float) - max space between items
       SetNewColors
           INFO: ItemList:SetNewColors(foreground, background, selected_foreground, selected_background)
       SetNewFont
           INFO: ItemList:SetNewFont(family, pointsize) -- set the font to use in this ItemList control
       SetSelection
           INFO: ItemList:SetSelection(index)
       ShowItem
           INFO: ItemList:ShowItem(index)
       ShowMouseoverItem
           INFO: ShowMouseoverItem(bool) - enable or disable the showing of the mouseover item
       ShowSelection
           INFO: ShowSelection(bool) - enable or disable the highlighting of the selected item
       base
           INFO: derived from CMauiControl
       moho.item_list_methods
           INFO: 
   User.CMauiLuaDragger
       moho.dragger_methods
           INFO: 
   User.CMauiMesh
       SetOrientation
           INFO: SetOrientation(quaternion)
       base
           INFO: derived from CMauiControl
       moho.mesh_methods
           INFO: 
   User.CMauiMovie
       GetNumFrames
           INFO: int GetNumFrames() - returns the number of frames in the movie
       InternalSet
           INFO: bool Movie:InternalSet(filename)
       IsLoaded
           INFO: IsLoaded()
       Loop
           INFO: Loop(bool)
       Play
           INFO: Play()
       Stop
           INFO: Stop()
       base
           INFO: derived from CMauiControl
       moho.movie_methods
           INFO: 
   User.CMauiScrollbar
       DoScrollPages
           INFO: DoScrollPages(float)
       GetVisibleLines
           INFO: topLine, botLine= GetVisibleLines()
       SetNewTextures
           INFO: Scrollbar:SetTextures(background, thumbMiddle, thumbTop, thumbBottom)
       SetScrollable
           INFO: Scrollbar:SetScrollable(scrollable) -- set the scrollable object connected to this scrollbar
       base
           INFO: derived from CMauiControl
       moho.scrollbar_methods
           INFO: 
   User.CMauiText
       GetText
           INFO: string Text:GetText()
       SetCenteredHorizontally
           INFO: Text:SetCenteredHorizontally(bool)
       SetCenteredVertically
           INFO: Text:SetCenteredVertically(bool)
       SetDropShadow
           INFO: Text:SetDropShadow(bool)
       SetNewClipToWidth
           INFO: SetNewClipToWidth(bool) - will cause the control to only render as many charachters as fit in its width
       SetNewColor
           INFO: Text:SetNewColor(color)
       SetNewFont
           INFO: Text:SetNewFont(family, pointsize)
       SetText
           INFO: Text:SetText(text)
       base
           INFO: derived from CMauiControl
       moho.text_methods
           INFO: 
   User.CMauiTreeWheel
       moho.treewheel_methods
           INFO: 
   User.CMauiWheelBackdrop
       SetHoldTimeout
           INFO: int WheelBackdrop:SetHoldTimeout(float seconds)
       SetInnerThickness
           INFO: WheelBackdrop:SetInnerThickness(float)
       SetNumberOfSegments
           INFO: WheelBackdrop:SetNumberOfSegments(uint32)
       SetOuterThickness
           INFO: WheelBackdrop:SetOuterThickness(float)
       base
           INFO: derived from CMauiBitmap
       moho.wheelbackdrop_methods
           INFO: 
   User.CMauiWheelBits
       AddLayer
           INFO: AddLayer(layernum, u0, v0, u1, v1, alpha)
       SetColor
           INFO: WheelBits:SetColor(color)
       SetLayerRotation
           INFO: SetLayerRotation( id, rotation )
       SetTextureSheet
           INFO: WheelBits:SetTextureSheet( textureName )
       base
           INFO: derived from CMauiBitmap
       moho.wheelbits_methods
           INFO: 
   User.CMauiWheelSelector
       GetDefaultOffsetAngle
           INFO: float GetDefaultOffsetAngle().  Returns angle in degrees.
       GetIconPosition
           INFO: int,int GetIconPosition(wheelSelector, int index, int max)
       GetNumberOfSelections
           INFO: int WheelSelector:GetNumberOfSelections()
       GetSelectionAngle
           INFO: float GetSelectionAngle().  Returns angle in degrees.
       RethinkSelection
           INFO: int WheelSelector:RethinkSelection()
       SelectAnalogControl
           INFO: WheelSelector:SelectAnalogControl( uint32 )
       SetDefaultOffsetAngle
           INFO: SetDefaultOffsetAngle( float ).  Input angle in degrees.
       SetNumberOfSelections
           INFO: WheelSelector:SetNumberOfSelections(uint32)
       SetRadius
           INFO: SetRadius( float )
       SetUnderlayTexture
           INFO: SetUnderlayTexture( texture )
       base
           INFO: derived from CMauiBitmap
       moho.wheelselector_methods
           INFO: 
   User.CPathDebugger
       moho.PathDebugger_methods
           INFO: 
   User.CUIMapPreview
       SetTexture
           INFO: CUIMapPreview:SetTexture(texture_name)
       SetTextureFromMap
           INFO: CUIMapPreview:SetTextureFromMap(map_name)
       base
           INFO: derived from CMauiControl
       moho.ui_map_preview_methods
           INFO: 
   User.CUIWorldMesh
       GetInterpolatedAlignedBox
           INFO: Vector WorldMesh:GetInterpolatedAlignedBox()
       GetInterpolatedOrientedBox
           INFO: Vector WorldMesh:GetInterpolatedOrientedBox()
       GetInterpolatedPosition
           INFO: Vector WorldMesh:GetInterpolatedPosition()
       GetInterpolatedScroll
           INFO: Vector WorldMesh:GetInterpolatedScroll(materialIndex)
       GetInterpolatedSphere
           INFO: Vector WorldMesh:GetInterpolatedSphere()
       IsHidden
           INFO: bool WorldMesh:IsHidden()
       SetAuxiliaryParameter
           INFO: WorldMesh:SetAuxiliaryParameter(float param)
       SetColor
           INFO: WorldMesh:SetColor(bool hidden)
       SetFractionCompleteParameter
           INFO: WorldMesh:SetFractionCompleteParameter(float param)
       SetFractionHealthParameter
           INFO: WorldMesh:SetFractionHealthParameter(float param)
       SetHidden
           INFO: WorldMesh:SetHidden(bool hidden)
       SetLifetimeParameter
           INFO: WorldMesh:SetLifetimeParameter(float param)
       SetMesh
           INFO: WorldMesh:SetMesh(meshDesc)
       SetScale
           INFO: WorldMesh:SetScale(vector scale)
       SetStance
           INFO: WorldMesh:SetStance(vector position, [quaternion orientation])
       moho.world_mesh_methods
           INFO: 
   User.CUIWorldView
       EnableResourceRendering
           INFO: EnableResourceRendering(bool)
       EnteringSelectionWheel
           INFO: moho.UIWorldView:EnteringSelectionWheel()
       GetJoystickAButtonOrder
           INFO: string moho.UIWorldView:GetJoystickAButtonOrder()
       GetRightMouseButtonOrder
           INFO: string moho.UIWorldView:GetRightMouseButtonOrder()
       GetScreenPos
           INFO: (vector2f|nil) = GetScreenPos(unit)
       GetsGlobalCameraCommands
           INFO: moho.UIWorldView:GetsGlobalCameraCommands(bool getsCommands)
       HasHighlightCommand
           INFO: bool moho.UIWorldView:HasHighlightCommand()
       IsInputLocked
           INFO: IsInputLocked(camera)
       IsResourceRenderingEnabled
           INFO: bool IsResourceRenderingEnabled()
       IsSimEnding
           INFO: bool IsSimEnding()
       LockInput
           INFO: LockInput(camera)
       Project
           INFO: VECTOR2 Project(self,VECTOR3) - given a point in world space, projects the point to control space
       SelectionWheelDismissed
           INFO: moho.UIWorldView:SelectionWheelDismissed()
       SetHighlightEnabled
           INFO: SetHighlightEnabled(bool)
       SetMFDMovieIsPlaying
           INFO: SetMFDMovieIsPlaying()
       SetSimIsEnding
           INFO: SetSimIsEnding()
       ShowConvertToPatrolCursor
           INFO: bool moho.UIWorldView:ShowConvertToPatrolCursor()
       UICheckSelectionPathableState
           INFO: UICheckSelectionPathableState - returns true if the selected units can path to the cursor location
       UnlockInput
           INFO: UnlockInput(camera)
       ZoomScale
           INFO: ZoomScale(x, y, wheelRot, wheelDelta) - cause the world to zoom based on wheel rotation event
       __init
           INFO: moho.UIWorldView:__init(parent_control, cameraName, depth, isMiniMap, trackCamera)
       base
           INFO: derived from CMauiControl
       moho.UIWorldView
           INFO: 
   User.CameraImpl
       CameraZoom
           INFO: Camera:CameraZoom(zoom)
       DisableEaseInOut
           INFO: Camera:DisableEaseInOut()
       EnableEaseInOut
           INFO: Camera:EnableEaseInOut()
       GetFocusPosition
           INFO: Camera:GetFocusPosition()
       GetMaxZoom
           INFO: Camera:GetMaxZoom()
       GetMinZoom
           INFO: Camera:GetMinZoom()
       GetTargetZoom
           INFO: Camera:GetTargetZoom()
       GetZoom
           INFO: Camera:GetZoom()
       HoldRotation
           INFO: Camera:HoldRotation()
       JoyStickDead
           INFO: Camera:JoyStickDead(bool)
       MoveTo
           INFO: Camera:MoveTo(position, orientationHPR, zoom, seconds, [fov])
       MoveToRegion
           INFO: Camera:MoveTo(region[,seconds])
       NoseCam
           INFO: Camera:NoseCam(ent,pitchAdjust,zoom,seconds,transition,boneName)
       Reset
           INFO: Camera:Reset()
       RestoreSettings
           INFO: Camera:RestoreSettings(settings)
       RevertRotation
           INFO: Camera:RevertRotation()
       RevertToDefault
           INFO: Camera:UpdateDefaults
       SaveSettings
           INFO: Camera:SaveSettings()
       SetAbsoluteFOV
           INFO: Camera:SetAbsoluteFOV( FOV_in_degrees )
       SetAccMode
           INFO: Camera:SetAccMode(accTypeName)
       SetTargetZoom
           INFO: Camera:SetTargetZoom(zoom)
       SetZoom
           INFO: Camera:SetZoom(zoom,seconds)
       SnapTo
           INFO: Camera:SnapTo(position, orientationHPR, zoom, [fov])
       Spin
           INFO: Camera:Spin(headingRate[,zoomRate])
       TargetEntities
           INFO: Camera:TargetEntities(ents,zoom,seconds)
       TrackEntities
           INFO: Camera:TrackEntities(ents,zoom,seconds)
       UseAbsoluteCoords
           INFO: Camera:UseAbsoluteCoords( bool )
       UseAbsoluteFOV
           INFO: Camera:UseAbsoluteFOV( bool )
       UseGameClock
           INFO: Camera:UseGameClock()
       UseSystemClock
           INFO: Camera:UseSystemClock()
   User.ScriptedDecal
       Destroy
           INFO: Kill it
       SetPosition
           INFO: Set the position based on wolrd coords
       SetPositionByScreen
           INFO: Set the position based on screen space mouse coords
       SetScale
           INFO: Scale the text
       SetTexture
           INFO: Set the texture and add it to the decal manager
       moho.userDecal_methods
           INFO: 
   User.UserUnit
       AddSelectionSet
           INFO: AddSelectionSet(string) -- add a selection set name to a unit
       CanAttackTarget
           INFO: UserUnit:CanAttackTarget(target, rangeCheck)
       GetArmy
           INFO: GetArmy() -- returns the army index
       GetBlueprint
           INFO: blueprint = UserUnit:GetBlueprint()
       GetBuildRate
           INFO: GetBuildRate() -- return current unit build rate
       GetCommandQueue
           INFO: table GetCommandQueue() - returns table of commands 
       GetCreator
           INFO: GetCreator() -- returns the units creator, or nil
       GetCustomName
           INFO: string GetCustomName() -- get the current custom name, nil if none
       GetEconData
           INFO: GetEconData() - returns a table of economy data
       GetEntityId
           INFO: Entity:GetEntityId()
       GetFocus
           INFO: GetFocus() -- returns the unit this unit is currently focused on, or nil
       GetFootPrintSize
           INFO: UserUnit:GetFootPrintSize()
       GetFuelRatio
           INFO: GetFuelRatio()
       GetGuardedEntity
           INFO: GetGuardedEntity() -- returns the units guard target, or nil
       GetHealth
           INFO: GetHealth() -- return current health
       GetMaxHealth
           INFO: GetMaxHealth() -- return max health
       GetMissileInfo
           INFO: table GetMissileInfo() - returns a table of the missile info for this unit
       GetPosition
           INFO: VECTOR3 GetPosition() - returns the current world posititon of the unit
       GetRepairRate
           INFO: GetRepairRate() -- return current unit repair rate
       GetSelectionSets
           INFO: table GetSelectionSets() -- get table of all selection sets unit belongs to
       GetShieldCurrentValue
           INFO: GetShieldCurrentValue()
       GetShieldMaxValue
           INFO: GetShieldMaxValue()
       GetStat
           INFO: GetStat(Name[,defaultVal])
       GetUnitId
           INFO: UserUnit:GetUnitId()
       GetWorkProgress
           INFO: GetWorkProgress()
       HasSelectionSet
           INFO: bool HasSelectionSet(string) -- see if a unit belongs to a given selection set
       HasUnloadCommandQueuedUp
           INFO: See if this unit already has an unload from transport queued up
       IsAbilityEnabled
           INFO: IsAbilityEnabled(abilityId) -- return true if the ability is currently enabled
       IsAutoMode
           INFO: bool = UserUnit:IsAutoMode()
       IsAutoSurfaceMode
           INFO: bool = UserUnit:IsAutoSurfaceMode()
       IsDead
           INFO: IsDead() -- return true if the unit has been destroyed
       IsIdle
           INFO: IsIdle() -- return true if the unit is idle
       IsInCategory
           INFO: bool = UserUnit:IsInCategory(category)
       IsInvulnerable
           INFO: flag = UserUnit:IsInvulnerable()
       IsRepeatQueue
           INFO: bool = UserUnit:IsRepeatQueue()
       IsStunned
           INFO: flag = UserUnit:IsStunned()
       ProcessInfo
           INFO: UserUnit:ProcessInfoPair()
       RemoveSelectionSet
           INFO: RemoveSelectionSet(string) -- remove a selection set name from a unit
       SetCustomName
           INFO: SetCustomName(string) -- Set a custom name for the unit

Core

   Core.<global>
       AITarget
           INFO: Create a target object
       Basename
           INFO: base = Basename(fullPath,stripExtension?) -- return the last component of a path
       BeginLoggingStats
           INFO: Begin logging stats
       BlueprintLoaderUpdateProgress
           INFO: 
       CameraSetMinNearClipNIS
           INFO: Set the minimum camera near clip for the NIS
       CreatePrefetchSet
           INFO: create an empty prefetch set
       CurrentThread
           INFO: thread=CurrentThread() -- get a handle to the running thread for later use with ResumeThread() or KillThread()
       Dirname
           INFO: base = Dirname(fullPath) -- return a path with trailing filename removed
       DiskFindFiles
           INFO: files = DiskFindFiles(directory, pattern)
                 returns a list of files in a directory
       DiskGetFileInfo
           INFO: info = DiskGetFileInfo(filename)
                 returns a table describing the given file, or false if the file doesn't exist.
                     info.IsFolder -- true if the filename refers to a folder
                     info.IsReadOnly -- true if file is read-only
                     info.SizeBytes -- size of file in bytes
                     info.LastWriteTime -- timestamp of last write to file
       DiskToLocal
           INFO: localPath = DiskToLocal(SysOrLocalPath)
                 Converts a system path to a local path. Leaves
                 path alone if already local.
       EnableReticleDrift
           INFO: Enable the reticle drift
       EndLoggingStats
           INFO: EndLoggingStats(bool exit) - End logging stats and optionally exit app
       EntityCategoryEmpty
           INFO: Test for an empty category
       EntityCategoryGetUnitList
           INFO: Get a list of units blueprint names from a category
       EnumColorNames
           INFO: table EnumColorNames() - returns a table containing strings of all the color names
       EulerToQuaternion
           INFO: quaternion EulerToQuaternion(float roll, float pitch, float yaw) - converts euler angles to a quaternion
       FileCollapsePath
           INFO: path = FileCollapsePath(fullPath) -- collapse out any intermediate /./ or /../ directory names from a path
       ForkThread
           INFO: thread = ForkThread(function, ...)
                 Spawns a new thread running the given function with the given args.
       GetBuildVersion
           INFO: GetBuildVersion - Get the build number/date time stamp of game
       GetCommandLineArg
           INFO: CommandArgTable GetCommandLineArg(option, number)
       GetMovieDuration
           INFO: GetMovieDuration(localFileName)
       GetNonShadowedBlueprintSource
           INFO: GetNonShadowedBlueprintSource - Returns a string of where the non-shadowed blueprint data is
       GetVersion
           INFO: GetVersion() -> string
       GetXboxLanguageId
           INFO: GetXboxLanguageId - Gets our language ID from the Xbox.
       GetXboxLocaleRatingsId
           INFO: GetXboxLocaleRatingsId - Gets locale ratings string ID from the Xbox.
       HasCommandLineArg
           INFO: HasCommandLineArg(option)
       HashString
           INFO: HashString - Get the hash data
       IsDestroyed
           INFO: Has the c++ object been destroyed?
       IsRetailBuild
           INFO: is this a retail build
       KillThread
           INFO: KillThread(thread) -- destroy a thread started with ForkThread()
       LOG
           INFO: Print a log message
       LightFxStartSequence
           INFO: LightFxStartSequence - Starts a new lightfx sequence.
       MATH_IRound
           INFO: Round a number to the nearest integer
       MATH_Lerp
           INFO: MATH_Lerp(s, a, b) or MATH_Lerp(s, sMin, sMax, a, b) -> number -- linear interpolation from a (at s=0 or s=sMin) to b (at s=1 or s=sMax)
       MinLerp
           INFO: quaternion MinLerp(float alpha, quaternion L, quaternion R) - returns minimal lerp between L and R
       MinSlerp
           INFO: quaternion MinSlerp(float alpha, quaternion L, quaternion R) - returns minimal slerp between L and R
       OrientFromDir
           INFO: quaternion OrientFromDir(vector)
       PointVector
           INFO: Create a point vector(px,py,pz, vx,vy,vz)
       PostInitWeaponBlueprint
           INFO: PostInitWeaponBlueprint { spec } - runs post initialization on weapon blueprint for entity category requirements.
       QRotate
           INFO: Rotate a vector by quat
       Rect
           INFO: Create a 2d Rectangle (x0,y0,x1,y1)
       RegisterAbilityBlueprint
           INFO: AbilityBlueprint { spec } - define ability properties 
       RegisterAiSkirmishArchetypeBlueprint
           INFO: RegisterAiSkirmishArchetypeBlueprint { spec } - define skirmish properties 
       RegisterAiSkirmishBaseBlueprint
           INFO: RegisterAiSkirmishBaseBlueprint { spec } - define skirmish properties 
       RegisterAiSkirmishEngineerBlueprint
           INFO: RegisterAiSkirmishEngineerBlueprint { spec } - define skirmish properties 
       RegisterAiSkirmishFactoryBlueprint
           INFO: RegisterAiSkirmishFactoryBlueprint { spec } - define skirmish properties 
       RegisterAiSkirmishFormBlueprint
           INFO: RegisterAiSkirmishFormBlueprint { spec } - define skirmish properties 
       RegisterAiSkirmishResponseBlueprint
           INFO: RegisterAiSkirmishResponseBlueprint { spec } - define skirmish properties 
       RegisterAnimPackBlueprint
           INFO: RegisterAnimPackBlueprint { spec } - define AnimPack properties
       RegisterAnimTreeBlueprint
           INFO: RegisterAnimTreeBlueprint { spec } - define animtree properties 
       RegisterBeamBlueprint
           INFO: BeamBlueprint { spec } - define a beam effect
       RegisterEmitterBlueprint
           INFO: EmitterBlueprint { spec } - define a particle emitter
       RegisterEntityCostumeBlueprint
           INFO: RegisterCostumeBlueprint { spec } - define Costume properties
       RegisterEntityCostumeSetBlueprint
           INFO: RegisterCostumeSetBlueprint { spec } - define CostumeSet properties
       RegisterMeshBlueprint
           INFO: MeshBlueprint { spec } - define mesh properties
       RegisterPlatoonBlueprint
           INFO: RegisterPlatoonBlueprint { spec } - define platoon properties 
       RegisterProjectileBlueprint
           INFO: ProjectileBlueprint { spec } - define a type of projectile
       RegisterPropBlueprint
           INFO: PropBlueprint { spec } - define a type of prop
       RegisterRawAnimBlueprint
           INFO: RegisterRawAnimBlueprint { spec } - define RawAnim properties
       RegisterTrailEmitterBlueprint
           INFO: TrailEmitterBlueprint { spec } - define a polytrail emitter
       RegisterUnitBlueprint
           INFO: UnitBlueprint { spec } - define a type of unit
       RegisterVendorBlueprint
           INFO: VendorBlueprint { spec } - define a vendor
       RegisterVendorCostumeItemBlueprint
           INFO: VendorCostumeItemBlueprint { spec } - define a vendor costume item
       RegisterVendorWeaponItemBlueprint
           INFO: VendorWeaponItemBlueprint { spec } - define a vendor costume item
       RegisterWeaponBlueprint
           INFO: WeaponBlueprint { spec } - define a type of weapon
       ResumeThread
           INFO: ResumeThread(thread) -- resume a thread that had been suspended with SuspendCurrentThread(). Does nothing if the thread wasn't suspended.
       SPEW
           INFO: Spew to log
       STR_GetTokens
           INFO: table STR_GetTokens(string,delimiter)
       STR_Utf8Len
           INFO: int STR_Utf8Len(string) - return the number of characters in a UTF-8 string
       STR_Utf8SubString
           INFO: string STR_Utf8SubString(string, start, count) - return a substring from start to count
       STR_itox
           INFO: string STR_itox(int) - converts an integer into a hexidecimal string
       STR_xtoi
           INFO: int STR_xtoi(string) - converts a hexidecimal string to an integer
       SecondsPerTick
           INFO: SecondsPerTick() - Return how many seconds in a tick
       SetLocalizedFEV
           INFO: SetLocalizedFEV(fevname)
       Sound
           INFO: Sound( {cue,bank} ) - Make a sound parameters object
       SpecFootprints
           INFO: SpecFootprints { spec } -- define the footprint types for pathfinding
       SuspendCurrentThread
           INFO: SuspendCurrentThread() -- suspend this thread indefinitely. Some external event must eventually call ResumeThread() to resume it.
       Trace
           INFO: Trace(true) -- turns on debug tracing
                 Trace(false) -- turns it off again
       UIAreMoviesFinished
           INFO: UIAreMoviesFinished - Returns whether or not the movies are done playing.
       UIGetTransitionToGame
           INFO: UIGetTransitionToGame - Returns whether or not the the campaign should transition into the game.
       UISetMovieAudioTrack
           INFO: Sets the current movie audio track.
       UISetMovieSubtitleChannel
           INFO: Sets the movie subtitle channel.
       VAdd
           INFO: Addition of two vectors
       VAngleBetween
           INFO: Angle between two vectors
       VCross
           INFO: Cross product of two vectors
       VDiff
           INFO: Difference of two vectors
       VDist2
           INFO: Distance between two 2d points (x1,y1,x2,y2)
       VDist2Sq
           INFO: Square of Distance between two 2d points (x1,y1,x2,y2)
       VDist3
           INFO: Distance between two 3d points (v1,v2)
       VDist3Sq
           INFO: Square of Distance between two 3d points (v1,v2)
       VDist3XZ
           INFO: Distance between two 3d points exluding Y distance (v1,v2)
       VDist3XZSq
           INFO: Distance between two 3d points exluding Y distance (v1,v2)
       VDot
           INFO: Dot product of two vectors
       VLength
           INFO: Get the magnitude/length of a vector
       VLengthSq
           INFO: Get the squared magnitude/length of a vector
       VLengthXZ
           INFO: Get the magnitude/length of the XZ vector components
       VLengthXZSq
           INFO: Get the squared magnitude/length of the XZ vector components
       VMult
           INFO: Multiplication of vector with scalar
       VNormal
           INFO: Normalization of vector
       VPerpDot
           INFO: Perp dot product of two vectors
       VRotateAxisAngle
           INFO: Rotate a vector about an axis by an angle
       VRotateX
           INFO: Get 'side' direction of quat
       VRotateY
           INFO: Get 'up' direction of quat
       VRotateZ
           INFO: Get 'forward' direction of quat
       VSetMagnitude
           INFO: Set the magnitude of a vector
       Vector
           INFO: Create a vector (x,y,z)
       Vector2
           INFO: Create a vector (x,y)
       WARN
           INFO: Pop up a warning dialog
       WaitFor
           INFO: WaitFor(event) -- suspend this thread until the event is set
       doscript
           INFO: doscript(script, [env]) -- run another script. The environment table, if given, will be used for the script's global variables.
       doscriptConditional
           INFO: doscript(script, [env]) -- run another script. The environment table, if given, will be used for the script's global variables.
       exists
           INFO: exists(name) -> bool -- returns true if the given resource file exists
   Core.CPrefetchSet
       Update
           INFO: CPrefetchSet:Update({d3d_textures=..., batch_textures=..., models=..., anims=...})
       moho.CPrefetchSet
           INFO: 
   Core.EntityCategory
       __mul
           INFO: Generate a category list that is an intersection of cat1 and cat2
       __sub
           INFO: Generate a category list of units that is of cat1 but not of cat2
       moho.EntityCategory
           INFO:

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.