party_end_battle = 108 # (party_end_battle,<party_no>),
is_edit_mode_enabled = 255 # (is_edit_mode_enabled),
store_last_sound_channel = 615 # (store_last_sound_channel, <destination>),
stop_sound_channel = 616 # (stop_sound_channel, <sound_channel_no>),
overlay_set_additional_render_height = 952 # (overlay_set_additional_render_height, <overlay_id>, <height_adder>),
scene_prop_set_cur_hit_points = 1820 # (scene_prop_set_cur_hit_points, <scene_prop_id>, <value>),
scene_prop_fade_out = 1822 # (scene_prop_fade_out, <scene_prop_id>, <fade_out_time>)
scene_prop_fade_in = 1823 # (scene_prop_fade_in, <scene_prop_id>, <fade_in_time>)
agent_is_in_line_of_sight = 1826 # (agent_is_in_line_of_sight, <agent_id>, <position_no>), # rotation of the position register is not used.
agent_deliver_damage_to_agent_advanced = 1827 # (agent_deliver_damage_to_agent_advanced, <destination>, <agent_id_deliverer>, <agent_id>, <value>, [item_id]), #if value <= 0, then damage will be calculated using the weapon item. # item_id is the item that the damage is delivered. can be ignored.
# this advanced mode of agent_deliver_damage_to_agent has 2 differences. 1- the delivered damage is returned. 2- the damage delivery is done after checking the relationship between agents. this might cause no damage, or even damage to the shooter agent because of a friendly fire.
team_get_gap_distance = 1828 # (team_get_gap_distance, <destination>, <team_no>, <sub_class>),
add_missile = 1829 # (add_missile, <agent_id>, <starting_position>, <starting_speed_fixed_point>, <weapon_item_id>, <weapon_item_modifier>, <missile_item_id>, <missile_item_modifier>), # starting position also contains the direction of the arrow
prop_instance_play_sound = 1881 # (prop_instance_play_sound, <scene_prop_id>, <sound_id>, [flags]), # sound flags can be given
prop_instance_stop_sound = 1882 # (prop_instance_stop_sound, <scene_prop_id>),
prop_instance_clear_attached_missiles = 1885 # (prop_instance_clear_attached_missiles, <scene_prop_id>), # Works only with dynamic scene props (non-retrievable missiles)
prop_instance_add_particle_system = 1886 # (prop_instance_add_particle_system, <scene_prop_id>, <par_sys_id>, <position_no>), # position is local, not global.
prop_instance_stop_all_particle_systems= 1887 # (prop_instance_stop_all_particle_systems, <scene_prop_id>),
particle_system_burst_no_sync = 1975 # (particle_system_burst_without_sync,<par_sys_id>,<position_no>,[percentage_burst_strength]),
spawn_item_without_refill = 1976 # (spawn_item_without_refill, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning = 0 then item never gets pruned
agent_get_item_cur_ammo = 1977 # (agent_get_item_cur_ammo, <destination>, <agent_id>, <slot_no>)
agent_ai_get_look_target = 2080 # (agent_ai_get_look_target, <destination>, <agent_id>),
agent_ai_get_move_target = 2081 # (agent_ai_get_move_target, <destination>, <agent_id>),
agent_ai_get_behavior_target = 2082 # (agent_ai_get_behavior_target, <destination>, <agent_id>),
agent_set_max_hit_points = 2090 # set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100]
# (agent_set_max_hit_points,<agent_id>,<value>,[absolute]),
agent_set_damage_modifier = 2091 # (agent_set_damage_modifier, <agent_id>, <value>), # value is in percentage, 100 is default
agent_set_accuracy_modifier = 2092 # (agent_set_accuracy_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_speed_modifier = 2093 # (agent_set_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_reload_speed_modifier = 2094 # (agent_set_reload_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_use_speed_modifier = 2095 # (agent_set_use_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_visibility = 2096 # (agent_set_visibility, <agent_id>, <value>), # 0 for invisible, 1 for visible.
store_zoom_amount = 2220 # (store_zoom_amount, <destination_fixed_point>),
set_zoom_amount = 2221 # (set_zoom_amount, <value_fixed_point>),
show_troop_details = 2388 # (show_troop_details, <troop_id>, <position>, <troop_price>)
set_skybox = 2389 # (set_skybox, <non_hdr_skybox_index>, <hdr_skybox_index>) #forces selected skybox for a scene, use -1 to disable
set_startup_sun_light = 2390 # (set_startup_sun_light, <r>, <g>, <b>) #changes the sun light color
set_startup_ambient_light = 2391 # (set_startup_ambient_light, <r>, <g>, <b>) #changes the ambient light color
set_startup_ground_ambient_light = 2392 # (set_startup_ground_ambient_light, <r>, <g>, <b>) #changes the ground ambient light color
rebuild_shadow_map = 2393 # (rebuild_shadow_map),
set_shader_param_int = 2400 # (set_shader_param_int, <parameter_name>, <value>), #Sets the int shader parameter <parameter_name> to <value>
set_shader_param_float = 2401 # (set_shader_param_float, <parameter_name>, <value>), #Sets the float shader parameter <parameter_name> to <value>
set_shader_param_float4 = 2402 # (set_shader_param_float4, <parameter_name>, <valuex>, <valuey>, <valuez>, <valuew>), #Sets the float4 shader parameter <parameter_name> to <valuex/y/z/w>
set_shader_param_float4x4 = 2403 # (set_shader_param_float4x4, <parameter_name>, [0][0], [0][1], [0][2], [1][0], [1][1], [1][2], [2][0], [2][1], [2][2], [3][0], [3][1], [3][2]), #Sets the float4x4 shader parameter <parameter_name> to the given values .w components are 0001 by default