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: 

INFO: SteamConnObject::StartTalking

INFO: SteamConnObject::StopTalking

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:

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