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ManiaPlanet ManiaScript Reference 2019.11.19.1850
A ManiaScript Reference of the ManiaPlanet game.
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This is the complete list of members for CSmAction, including all inherited members.
| AmmoGain (defined in CSmAction) | CSmAction | |
| Anim_GetModelId(Text ModelName) (defined in CSmAction) | CSmAction | |
| Anim_PlayAtLocation(Ident AnimModelId, Vec3 Position, Vec3 Direction) (defined in CSmAction) | CSmAction | |
| Anim_PlayOnPlayer(Ident AnimModelId, CSmPlayer Player) (defined in CSmAction) | CSmAction | |
| Anim_Stop(Ident AnimId) (defined in CSmAction) | CSmAction | |
| Cooldown (defined in CSmAction) | CSmAction | |
| Cooldown_IsReady() (defined in CSmAction) | CSmAction | |
| Cooldown_Start() (defined in CSmAction) | CSmAction | |
| Energy (defined in CSmAction) | CSmAction | |
| EnergyCost (defined in CSmAction) | CSmAction | |
| EnergyMax (defined in CSmAction) | CSmAction | |
| EnergyReload (defined in CSmAction) | CSmAction | |
| GetPlayerAmmo(CSmPlayer Player) (defined in CSmAction) | CSmAction | |
| GetPlayerAmmoMax(CSmPlayer Player) (defined in CSmAction) | CSmAction | |
| HasNoPlayerCollision (defined in CSmAction) | CSmAction | |
| Id (defined in CNod) | CNod | |
| IsActive (defined in CSmAction) | CSmAction | |
| IsAttractor (defined in CSmAction) | CSmAction | |
| IsBound (defined in CSmAction) | CSmAction | |
| IsFlying (defined in CSmAction) | CSmAction | |
| IsFreeLooking (defined in CSmAction) | CSmAction | |
| IsFrozen (defined in CSmAction) | CSmAction | |
| IsGliding (defined in CSmAction) | CSmAction | |
| IsJumping (defined in CSmAction) | CSmAction | |
| IsRunning (defined in CSmAction) | CSmAction | |
| IsSliding (defined in CSmAction) | CSmAction | |
| IsSneaking (defined in CSmAction) | CSmAction | |
| Now (defined in CSmAction) | CSmAction | |
| Owner (defined in CSmAction) | CSmAction | |
| OwnerVehicle (defined in CSmAction) | CSmAction | |
| PendingEvents (defined in CSmAction) | CSmAction | |
| Players (defined in CSmAction) | CSmAction | |
| Projectile_CreateAtLocation(Ident ProjectileModelId, CSmPlayer PlayerToIgnore, Vec3 InitialPosition, Vec3 InitialDirection, Vec3 InitialVelocity) (defined in CSmAction) | CSmAction | |
| Projectile_CreateOnPlayer(Ident ProjectileModelId, CSmPlayer Shooter) (defined in CSmAction) | CSmAction | |
| Projectile_GetModelId(Text ModelName) (defined in CSmAction) | CSmAction | |
| SendRulesEvent(Text Param1, Text[] Param2, CEntity Shooter, CEntity Victim) (defined in CSmAction) | CSmAction | |
| Shield_CreateAtLocation(Vec3 Position, Vec3 Direction) (defined in CSmAction) | CSmAction | |
| Shield_CreateOnPlayer(CSmPlayer ShieldOwner) (defined in CSmAction) | CSmAction | |
| Shield_Destroy(Ident ShieldId) (defined in CSmAction) | CSmAction | |
| Shield_Exists(Ident ShieldId) (defined in CSmAction) | CSmAction | |
| Shield_GetArmor(Ident ShieldId) (defined in CSmAction) | CSmAction | |
| Shield_GetArmorMax(Ident ShieldId) (defined in CSmAction) | CSmAction | |
| Shield_GetCooldown(Ident ShieldId) (defined in CSmAction) | CSmAction | |
| Shield_GetIsActive(Ident ShieldId) (defined in CSmAction) | CSmAction | |
| Shield_GetTickReload(Ident ShieldId) (defined in CSmAction) | CSmAction | |
| Shield_SetArmor(Ident ShieldId, Integer ShieldArmor) (defined in CSmAction) | CSmAction | |
| Shield_SetIsActive(Ident ShieldId, Boolean ShieldIsActive) (defined in CSmAction) | CSmAction | |
| State_Boolean1 (defined in CSmAction) | CSmAction | |
| State_EntityId1 (defined in CSmAction) | CSmAction | |
| State_Integer1 (defined in CSmAction) | CSmAction | |
| State_Integer2 (defined in CSmAction) | CSmAction | |
| Variant (defined in CSmAction) | CSmAction | |
| Vehicle_TriggerTurbo() (defined in CSmAction) | CSmAction | |
| Vehicle_TriggerTurboBrake() (defined in CSmAction) | CSmAction |