Saints Row: The Third Function Reference

Global functions

These functions are assumed to be globally available to all scripts (they aren't defined in the available Lua files, or are defined in files that are known to be always loaded).

This list is assumed incomplete; additional functions could exist in the exe but not be used in the game scripts, and there's no definitive list of Lua files that are always loaded.

Function name Global Defined in Examples from patch (click blue number to expand)
action_nodes_enable true
    15
    action_nodes_shouldnt_flee true
      2
      action_play true 1 89
      • dlc2_m02.lua, line 1998: action_play( homie, anim_name, anim_name, force_play, percentage, stand_still, zero_movement, nav )
      • dlc2_m02.lua, line 2482: action_play( activator, "m14 transmitter in", "m14 transmitter in", false, 0.8, true, true, Dlc2_m02_status.activation_nav )
      • dlc2_m02.lua, line 2510: action_play( activator, "m14 transmitter out", "m14 transmitter out", false, 1, true, true )
      • dlc2_m02.lua, line 2746: action_play( homie, anim_name, anim_name, force_play, percentage, stand_still, zero_movement, homie_nav )
      • dlc2_m02.lua, line 3044: action_play( homie, anim_name, anim_name, force_play, percentage, stand_still, zero_movement, console_nav )
      • game_lib.lua, line 806: action_play(speaking_character, anim_action, anim_action, true, 0.0, true)
      • m01.lua, line 1350: action_play(LOCAL_PLAYER, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, M01_checkpoint.start.nav1)
      • m01.lua, line 1420: action_play(M01_group.lobby3.doorman, anim_name, morph_name, force_play, percentage, stand_still, zero_movement)
      • m01.lua, line 1582: action_play(LOCAL_PLAYER, anim_name, morph_name, force_play, percentage, stand_still, zero_movement)
      • m01.lua, line 3369: action_play(npc_name, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, navpoint)
      • m01.lua, line 3648: action_play(M01_group.autograph.guy, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, "Facing_josh")
      • m01.lua, line 3727: action_play(triggerer, anim_name, morph_name, force_play, percentage, stand_still, zero_movement)
      • m01.lua, line 4201: action_play(M01_group.start_homies.gat, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, "Gat_slide_nav")
      • m01.lua, line 4512: action_play(M01_shaundi, anim_name, morph_name, force_play, percentage, stand_still, zero_movement)
      • m01.lua, line 4516: action_play(M01_gat, anim_name, morph_name, force_play, percentage, stand_still, zero_movement)
      • m01.lua, line 5400: action_play(M01_josh, anim_name, morph_name, force_play, percentage, stand_still, zero_movement)
      • m01.lua, line 5512: action_play(M01_josh, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, M01_grandstand_nav)
      • m02.lua, line 1307: action_play(LOCAL_PLAYER, "M02 Player Mission Start")
      • m02.lua, line 3502: action_play(player_name, "FreeFall Collision")
      • m02.lua, line 3737: action_play(player, "Plane Cabin Stumble")
      • m03.lua, line 1179: action_play(LOCAL_PLAYER, anim_name, morph_name, force_play, percentage, stand_still, zero_movement)
      • m06.lua, line 1583: action_play(M06_group.ball_stop2.brute, anim_name, morph_name, force_play, percentage)
      • m06.lua, line 1647: action_play(M06_group.ball_stop2.brute, anim_name, morph_name, force_play, percentage)
      • m06.lua, line 1686: action_play(M06_group.ball_stop2.brute, anim_name, morph_name, force_play, percentage)
      • m06.lua, line 2421: action_play(npc_name, anim_name, morph_name, force_play, percentage, stand_still, zero_movement, navpoint)
      • m06.lua, line 2545: -- action_play( triggerer, "m24 computer hack", nil, nil, nil, nil, true )
      • m06.lua, line 2806: action_play(player, "Plane Stumble Forward")
      • m08.lua, line 1348: action_play( char, "m24 computer hack", nil, nil, nil, nil, true, M08_navpoint.circut_breaker )
      • m09.lua, line 3770: action_play(player, crate.player_anim, crate.player_anim, false, 0.8, false, true, crate.anim_nav)
      • m12.lua, line 1700: action_play(LOCAL_PLAYER, "m12_plym_overshoulder_exittocar_b")
      • m14.lua, line 1988: action_play( activator, "m14 transmitter in", "m14 transmitter in", false, 0.8, true, true, M14_status.placement_nav )
      • m14.lua, line 2017: action_play( activator, "m14 transmitter out", "m14 transmitter out", false, 1, true, true )
      • m16.lua, line 2263: action_play(M16_characters.matt, M16_animations.matt_taunt_b, nil, false, 1.0)
      • m16.lua, line 2269: action_play(M16_characters.matt, "stand to ready", nil, false, 1.0)
      • m16.lua, line 2395: action_play(M16_characters.matt, M16_animations.tele_end, nil, false, 1.0)
      • m16.lua, line 2396: action_play(M16_characters.matt, M16_animations.matt_taunt_b, nil, false, 1.0)
      • m16.lua, line 2419: action_play(M16_characters.matt, M16_animations.matt_taunt_b, nil, false, 1.0)
      • m16.lua, line 2420: action_play(M16_characters.matt, M16_animations.tele_start, nil, false, 1.0)
      • m16.lua, line 2461: action_play(M16_characters.matt, M16_animations.matt_taunt_b, nil, false, 1.0)
      • m16.lua, line 2462: action_play(M16_characters.matt, M16_animations.tele_start, nil, false, 1.0)
      • m16.lua, line 3344: action_play(M16_characters.matt, M16_animations.tele_end, nil, false, 1.0)
      • m16.lua, line 3345: action_play(M16_characters.matt, M16_animations.matt_summon, nil, false, 1.0)
      • m16.lua, line 3346: action_play(M16_characters.matt, M16_animations.tele_start, nil, false, 1.0)
      • m16.lua, line 3438: action_play(M16_characters.matt, M16_animations.tele_start, nil, false, 1.0)
      • m16.lua, line 3442: action_play(M16_characters.matt, M16_animations.tele_end, nil, false, 1.0)
      • m16.lua, line 3515: action_play(M16_characters.matt, M16_animations.tele_start, nil, false, 1.0)
      • m16.lua, line 3519: action_play(M16_characters.matt, M16_animations.tele_end, nil, false, 1.0)
      • m16.lua, line 3697: action_play(player, M16_animations.matt_taunt_a, nil, false, 1.0)
      • m17.lua, line 2430: action_play(char, M17_KEYPAD_ANIM, M17_KEYPAD_ANIM, false, 0.8, false, true, M17_nav_anim.brig)
      • m17.lua, line 2457: action_play(char, M17_KEYPAD_ANIM, M17_KEYPAD_ANIM, false, 0.8, false, true, M17_nav_anim.brig_entry)
      • m17.lua, line 2479: action_play(char, M17_KEYPAD_ANIM, M17_KEYPAD_ANIM, false, 0.8, false, true, M17_nav_anim.pierce_cell)
      • m17.lua, line 2521: action_play(char, M17_KEYPAD_ANIM, M17_KEYPAD_ANIM, false, 0.8, false, true, M17_nav_anim.shaundi_cell)
      • m17.lua, line 2570: action_play(char, M17_KEYPAD_ANIM, M17_KEYPAD_ANIM, false, 0.8, false, true, M17_nav_anim.viola_cell)
      • m18.lua, line 1654: action_play(player, "door locked", "", false, 0.27, true, true, M18_navpoints.cabin_door_marker)
      • m18.lua, line 2034: action_play(player, stumble_dir)
      • m18.lua, line 2036: action_play(player, "Plane Cabin Stumble")
      • m18.lua, line 2092: action_play(char, "Plane Stumble Left")
      • m18.lua, line 2099: action_play(char, "Plane Stumble Right")
      • m18.lua, line 2868: action_play(LOCAL_PLAYER, "exit mission")
      • m18.lua, line 2894: action_play(REMOTE_PLAYER, "exit mission")
      • m18.lua, line 3064: action_play(player_name, "FreeFall Collision")
      • m18.lua, line 3612: --action_play(player, "M18 Open Crate", "M18 Open Crate", false, 0.8, true, true, orientation_nav)
      • m18.lua, line 3636: -- action_play(player, "M18 Open Crate", "M18 Open Crate", false, 0.8, true, true, M18_navpoints.gun_crate_orients[3])
      • m19.lua, line 2201: --action_play(player, "M19 Open Garage Door")
      • m21.lua, line 1339: action_play(npc_name, M21_animations.luchadore_jump_on_ring, "", false, 0.75, true, true, start_nav, dest_nav)
      • m21.lua, line 1932: action_play(player_in_ring, M21_animations.luchadore_enter_ring, "", false, 0.6, true, true, M21_navpoints.player_enter_ring, M21_navpoints.player_over_ropes_dest)
      • m21.lua, line 2341: action_play(M21_characters.killbane, M21_animations.killbane_enter_ring, M21_animations.killbane_enter_ring, false, 0.8, false, true, closest_nav)
      • m21.lua, line 3082: action_play(player, "crouch", "", false, 0.5, true, true, M21_navpoints.player_reacherd_angel)
      • m21.lua, line 3393: action_play(player_outside_ring, M21_animations.player_jump_on_ring, "", false, 0.6, true, true, M21_navpoints.player_outside_ring, M21_navpoints.player_inside_ring_dest)
      • m21.lua, line 3567: action_play(npc, M21_animations.luchadore_enter_ring, M21_animations.luchadore_enter_ring, false, 0.52, true, true, M21_navpoints.npc_harass_points_out_ring[side], M21_navpoints.npc_harass_points_in_ring[side])
      • m22.lua, line 4832: action_play(character_name, fiaj_reaction.intro)
      • m22.lua, line 4833: action_play(character_name, fiaj_reaction.outro)
      • m23.lua, line 2252: action_play(character, "plant explosive enter", "plant explosive enter", false, 0.8, false, false, found_trigger.anim_nav)
      • m23.lua, line 2262: action_play(character, "plant explosive exit")
      • m23.lua, line 2698: action_play(player, "Plane Stumble Right")
      • m24.lua, line 1615: action_play(M24_characters.killbane, action, action, true, 0.8, true, true)
      • m24.lua, line 1671: action_play(triggerer_name, anim_name, anim_name, force_play, percentage, stand_still, zero_movement, M24_navpoints.terminals[terminals_completed+1])
      • m24.lua, line 1709: action_play(triggerer_name, anim_name, anim_name, force_play, percentage, stand_still, zero_movement, navpoint)
      • m24.lua, line 1720: action_play(triggerer_name, anim_name, anim_name, force_play, percentage, stand_still, zero_movement, navpoint)
      • sh01.lua, line 1568: action_play(SH01_group.homies.members[2], "SH03 Kenzie hack enter", "", false, 0.8, false, false, HACK_POINT)
      • sh01.lua, line 1571: -- action_play(SH01_group.homies.members[2], "SH03 Kenzie hack", "", false, 0.8)
      • sh01.lua, line 1575: -- action_play(SH01_group.homies.members[2], "SH03 Kenzie hack exit", "", false, 0.8)
      • sh02.lua, line 1723: action_play(player, "sh03 vomit hack", "sh03 vomit hack", false, 1.0, true, true, navpoint) --true, false, true, "", navpoint)
      • sh02.lua, line 1728: action_play(player, "m24 computer hack", "m24 computer hack", false, 1.0, true, true, navpoint)
      • sh02.lua, line 2898: action_play(player, "plym drunk stumble", "", false, 1.0, true, true)
      • sh03.lua, line 1571: action_play(player, "m24 computer hack", "m24 computer hack", false, 1.0, true, true, sh03_objectives.routers.hack[nav] )
      • sh03.lua, line 1602: action_play(player, "m24 computer hack", "", true, false, true, "", SH03_FINAL_NAV )
      • sh03.lua, line 1737: action_play( KINZIE, "SH03 kenzie hack exit" )
      • sh04.lua, line 808: --action_play( ANGEL_WITH_MASK, ANIMATION_FINISH_PUTTING_ON_MASK )
      action_play_custom true 1
        action_play_custom_do true
          1
          action_play_directional_stumble true 1 3
          action_play_directional_stumble_do true
            3
            • game_lib.lua, line 539: while not action_play_directional_stumble_do(name, nav_name, do_flinch) do
            • m02.lua, line 1613: action_play_directional_stumble_do(M02_groups.homies_01.shaundi, M02_navpoints.turbulance_direction_02)
            • m02.lua, line 1620: action_play_directional_stumble_do(char, M02_navpoints.turbulance_direction_02)
            action_play_do true
              6
              action_play_is_finished true
                41
                • game_lib.lua, line 508: until action_play_is_finished(name, percentage)
                • game_lib.lua, line 526: until action_play_is_finished(name, percentage)
                • game_lib.lua, line 545: until action_play_is_finished(name, percentage)
                • m01.lua, line 3656: until action_play_is_finished(M01_group.autograph.guy, 1.0)
                • m01.lua, line 4138: while not action_play_is_finished(M01_group.start_homies.gat) do
                • m01.lua, line 5525: until action_play_is_finished(M01_josh, percentage)
                • m02.lua, line 3498: if (action_play_is_finished(player_name)) then
                • m03.lua, line 1192: until action_play_is_finished(LOCAL_PLAYER, 1.0)
                • m06.lua, line 1051: until action_play_is_finished(LOCAL_PLAYER, 1.0)
                • m06.lua, line 1623: --until action_play_is_finished(M06_group.ball_stop2.brute, 1.0)
                • m06.lua, line 1664: until action_play_is_finished(M06_group.ball_stop2.brute, kill_player_pct)
                • m06.lua, line 2425: until action_play_is_finished(npc_name)
                • m07.lua, line 3312: until action_play_is_finished(M07_char.brute_minigun, 0.10)
                • m07.lua, line 3316: until action_play_is_finished(M07_char.brute_minigun, 0.56)
                • m07.lua, line 3320: until action_play_is_finished(M07_char.brute_minigun)
                • m16.lua, line 2593: until action_play_is_finished(M16_characters.matt, 0.75)
                • m16.lua, line 2599: until action_play_is_finished(M16_characters.matt, 1.0)
                • m16.lua, line 3331: until action_play_is_finished(M16_characters.matt, 0.75)
                • m16.lua, line 3337: until action_play_is_finished(M16_characters.matt, 1.0)
                • m18.lua, line 3062: if (action_play_is_finished(player_name)) then
                • m21.lua, line 3730: if (action_play_is_finished(player_in_ring, 1.0) and object_is_in_trigger(M21_triggers.ring_trigger, player_in_ring) == false) then
                • m21.lua, line 3738: if (action_play_is_finished(player_outside_ring, 1.0) and object_is_in_trigger(M21_triggers.ring_trigger, player_outside_ring) == true) then
                • m21.lua, line 3747: if (action_play_is_finished(M21_characters.killbane, 1.0) and object_is_in_trigger(M21_triggers.ring_trigger, M21_characters.killbane) == false) then
                • m24.lua, line 1617: while not action_play_is_finished(M24_characters.killbane) do
                • mm_a_04.lua, line 142: while action_play_is_finished( LOCAL_PLAYER, 1.5 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.5 ) == false do
                • mm_a_04.lua, line 142: while action_play_is_finished( LOCAL_PLAYER, 1.5 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.5 ) == false do
                • mm_k_05.lua, line 137: --while action_play_is_finished( LOCAL_PLAYER, 1.5 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.5 ) == false do
                • mm_k_05.lua, line 137: --while action_play_is_finished( LOCAL_PLAYER, 1.5 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.5 ) == false do
                • mm_p_06.lua, line 141: --while action_play_is_finished( LOCAL_PLAYER, 1.5 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.5 ) == false do
                • mm_p_06.lua, line 141: --while action_play_is_finished( LOCAL_PLAYER, 1.5 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.5 ) == false do
                • mm_z_04.lua, line 140: --while action_play_is_finished( LOCAL_PLAYER, 1.0 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.0 ) == false do
                • mm_z_04.lua, line 140: --while action_play_is_finished( LOCAL_PLAYER, 1.0 ) == false or action_play_is_finished( REMOTE_PLAYER, 1.0 ) == false do
                • sh01.lua, line 1519: --while not action_play_is_finished(SH01_group.homies.members[2], current_pct) do
                • sh01.lua, line 1526: -- while action_play_is_finished(SH01_group.homies.members[2], current_pct) do
                • sh02.lua, line 1724: while action_play_is_finished( player, 1.0 ) == false do
                • sh02.lua, line 1729: while action_play_is_finished( player, 1.0 ) == false do
                • sh03.lua, line 1572: while action_play_is_finished( player, 1.0 ) == false do
                • sh03.lua, line 1603: while action_play_is_finished( player, 1.0 ) == false do
                • sh03.lua, line 1709: -- if action_play_is_finished(KINZIE, 1.0) == true then
                • sh04.lua, line 1388: while not action_play_is_finished(SH04_INTERROGATE_PLAYER) do
                • sh04.lua, line 1463: while not action_play_is_finished(SH04_INTERROGATE_PLAYER) do
                action_play_non_blocking true 1 37
                • game_lib.lua, line 505: action_play_non_blocking(name, anim_name, morph_name, force_play, stand_still, zero_movement, navpoint, dest_nav)
                • m02.lua, line 1463: action_play_non_blocking(M02_groups.cargo_plane_goons_03.move_up_chars[1], "Plane Cabin Stumble")
                • m02.lua, line 1468: action_play_non_blocking(M02_groups.homies_01.shaundi, "Plane Cabin Stumble")
                • m06.lua, line 2010: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m06.lua, line 2013: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m07.lua, line 3309: action_play_non_blocking(M07_char.brute_minigun, "Balcony Drop", "Balcony Drop", true)
                • m10.lua, line 1350: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m10.lua, line 1353: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m11.lua, line 1221: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m11.lua, line 1224: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m13.lua, line 1263: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m13.lua, line 1266: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m14.lua, line 606: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m14.lua, line 609: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m15.lua, line 1152: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m15.lua, line 1155: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • m16.lua, line 2590: action_play_non_blocking(M16_characters.matt, "ready to stand")
                • m16.lua, line 3328: action_play_non_blocking(M16_characters.matt, M16_animations.tele_start)
                • m17.lua, line 2672: -- action_play_non_blocking(M17_group.captive_homies.pierce, "Plane Cabin Stumble")
                • m17.lua, line 2676: -- action_play_non_blocking(M17_group.captive_homies.shaundi, "Plane Cabin Stumble")
                • m17.lua, line 2680: -- action_play_non_blocking(M17_group.captive_homies.viola, "Plane Cabin Stumble")
                • m17.lua, line 2849: action_play_non_blocking(npc.name, "stag stand salute")
                • m21.lua, line 3443: action_play_non_blocking(player_outside_ring, M21_animations.player_tag_in, "", false, true, true, M21_navpoints.player_inside_ring_dest, M21_navpoints.player_outside_ring_dest)
                • m21.lua, line 3444: action_play_non_blocking(player_in_ring, M21_animations.player_tag_out, "", false, true, true, M21_navpoints.player_inside_ring, M21_navpoints.player_inside_ring_dest)
                • mm_a_01.lua, line 142: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_a_01.lua, line 145: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_a_04.lua, line 134: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_a_04.lua, line 137: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_k_05.lua, line 129: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_k_05.lua, line 132: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_p_06.lua, line 133: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_p_06.lua, line 136: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_z_04.lua, line 132: action_play_non_blocking(LOCAL_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • mm_z_04.lua, line 135: action_play_non_blocking(REMOTE_PLAYER, anim_name, morph_name, force_play, stand_still, zero_movement)
                • sh03.lua, line 1687: action_play_non_blocking( KINZIE, "SH03 kenzie hack enter", "", true, false, true, "", current_tower)
                • sh03.lua, line 1698: --action_play_non_blocking( KINZIE, "SH03 kenzie hack","", true, false, true, current_tower )
                • sh03.lua, line 1710: -- action_play_non_blocking( KINZIE, "SH03 kenzie hack","", true, false, true, current_tower )
                action_play_synced true 1 23
                • dlc2_m01.lua, line 5224: action_play_synced(Dlc2_m01_runtime.kwilanna_rescued_by, Dlc2_m01_characters.kwilanna, "Hostage Release", Dlc2_m01_navpoints.kwilanna_rescue_anim_orient)
                • dlc2_m02.lua, line 3126: action_play_synced( LOCAL_PLAYER, homie, "DBNO revive" )
                • m01.lua, line 4104: action_play_synced(M01_group.start_homies.gat, M01_group.start_homies.captive, "Gat Interrogation Entry")
                • m01.lua, line 4135: action_play_synced(M01_group.start_homies.gat, M01_group.start_homies.captive, "Gat Interrogation Exit")
                • m01.lua, line 5284: action_play_synced(M01_shaundi, M01_shaundi_attack.attacker, "Shaundi Attacked", M01_shaundi_attack.shuandi_attack)
                • m05.lua, line 999: action_play_synced(char, target, "Gat Interrogation Entry")
                • m05.lua, line 1007: action_play_synced(char, target, "Gat Interrogation Return")
                • m07.lua, line 2620: action_play_synced(char, M07_char.kinzie, "Hostage Release")
                • m07.lua, line 2761: action_play_synced(char, victim, "Club Owner Interrogation")
                • m07.lua, line 2781: action_play_synced(char, victim, "Gat Interrogation Entry")
                • m07.lua, line 2805: action_play_synced(char, victim, "Gat Interrogation Return")
                • m07.lua, line 2864: action_play_synced(char, M07_char.club_owner, "Gat Interrogation Entry")
                • m07.lua, line 2874: action_play_synced(char, M07_char.club_owner, "Gat Interrogation Return")
                • m12.lua, line 1695: action_play_synced(LOCAL_PLAYER, NPC_JOSH, "OS_Exit_To_Car", M12_nav.load_josh)
                • m13.lua, line 2126: action_play_synced( LOCAL_PLAYER, josh, "Mad13_Human_Shield_release1" )
                • m21.lua, line 1379: action_play_synced(M21_characters.killbane, M21_characters.angel, M21_animations.killbane_angel_cheats[cheat_move_idx].intro)
                • m21.lua, line 1392: action_play_synced(M21_characters.killbane, M21_characters.angel, M21_animations.killbane_angel_cheats[cheat_move_idx].outro)
                • m21.lua, line 1400: action_play_synced(M21_characters.killbane, M21_characters.angel, M21_animations.killbane_angel_fight[wrestling_move_idx])
                • m22.lua, line 4276: action_play_synced(char_name, M22_groups.Statue.saints[i], "Hostage Release")
                • m22.lua, line 4852: action_play_synced(M22_characters.Kia, M22_characters.Shaundi, KIA_FIAJ_REACTION_SYNCED_ANIM)
                • sh04.lua, line 1346: action_play_synced(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "Gat Interrogation Entry")
                • sh04.lua, line 1378: action_play_synced(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "Gat Interrogation Return")
                • sh04.lua, line 1422: action_play_synced(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "Gat Interrogation Entry")
                action_play_synced_do true
                  3
                  action_play_synced_is_finished true
                    7
                    • game_lib.lua, line 581: until action_play_synced_is_finished(attacker, victim)
                    • m01.lua, line 3628: until action_play_synced_is_finished(triggerer, M01_group.autograph.guy)
                    • m02.lua, line 2201: while (action_play_synced_is_finished(LOCAL_PLAYER, M02_groups.homies_skydive_01.shaundi, 0.08148) == false) do
                    • m02.lua, line 2208: while (action_play_synced_is_finished(LOCAL_PLAYER, M02_groups.homies_skydive_01.shaundi, 0.11) == false) do
                    • m02.lua, line 2249: while (action_play_synced_is_finished(LOCAL_PLAYER, M02_groups.homies_skydive_01.shaundi, 0.93) == false) do
                    • m02.lua, line 2258: while (action_play_synced_is_finished(LOCAL_PLAYER, M02_groups.homies_skydive_01.shaundi, 0.96) == false) do
                    • m02.lua, line 2697: while (action_play_synced_is_finished(LOCAL_PLAYER, M02_groups.homies_skydive_01.shaundi, 0.11) == false) do
                    action_play_synced_non_blocking true 1 1
                    • m01.lua, line 3620: action_play_synced_non_blocking(triggerer, M01_group.autograph.guy, "AutoGraph Sign")
                    action_play_synced_state true
                      18
                      • m01.lua, line 4103: action_play_synced_state(M01_group.start_homies.gat, M01_group.start_homies.captive, "Gat Interrogation State")
                      • m05.lua, line 998: action_play_synced_state(char, target, "Gat Interrogation State")
                      • m05.lua, line 1006: action_play_synced_state(char, target, "HS_Stand")
                      • m07.lua, line 2780: action_play_synced_state(char, victim, "Gat Interrogation State")
                      • m07.lua, line 2804: action_play_synced_state(char, victim, "HS_Stand")
                      • m07.lua, line 2863: action_play_synced_state(char, M07_char.club_owner, "Gat Interrogation State")
                      • m07.lua, line 2873: action_play_synced_state(char, M07_char.club_owner, "HS_Stand")
                      • m13.lua, line 1965: action_play_synced_state(LOCAL_PLAYER, M13_groups.penthouse_homies.josh, "HS_Stand_M13")
                      • m21.lua, line 1364: action_play_synced_state(M21_characters.killbane, M21_characters.angel, M21_animations.killbane_angel_grapple)
                      • m21.lua, line 1373: action_play_synced_state(M21_characters.killbane, M21_characters.angel, M21_animations.killbane_angel_cheats[cheat_move_idx].state)
                      • m21.lua, line 1389: action_play_synced_state(M21_characters.killbane, M21_characters.angel, M21_animations.killbane_angel_grapple)
                      • m21.lua, line 2857: action_play_synced_state(player_in_ring, M21_characters.killbane, "MB HeadLock")
                      • m21.lua, line 2859: action_play_synced_state(player_in_ring, M21_characters.killbane, "MB HeadLock Female")
                      • sh04.lua, line 1345: action_play_synced_state(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "Gat Interrogation State")
                      • sh04.lua, line 1376: --action_play_synced_state(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "Gat Interrogation Return" )
                      • sh04.lua, line 1377: action_play_synced_state(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "HS_Stand")
                      • sh04.lua, line 1423: action_play_synced_state(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "Gat Interrogation State")
                      • sh04.lua, line 1455: action_play_synced_state(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members, "Gat Interrogation Return" )
                      action_sequence_advance true
                        2
                        action_sequence_end true
                          3
                          action_sequence_is_playing true
                            5
                            action_sequence_setup true
                              2
                              action_stop_custom true
                                7
                                action_stop_synced_state true
                                  10
                                  add_object_indicator_to_closest_npc true
                                    1
                                    • game_lib.lua, line 1998: return add_object_indicator_to_closest_npc( target_name, group_name, object_indicator_id, object_indicator_flags, sync_type )
                                    airplane_fly_to true 1
                                      airplane_fly_to_do true
                                        1
                                        airplane_land true 1
                                          airplane_land_do true
                                            1
                                            airplane_takeoff true 1 1
                                            airplane_takeoff_do true
                                              1
                                              ai_add_enemy_target true
                                                208
                                                • _a_ga_dt_03.lua, line 841: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase1.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 843: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase1.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 845: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase2.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 847: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase2.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 874: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase3.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 876: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase3.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 878: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase4.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 880: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase4.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 915: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase5.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 917: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase5.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1007: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase9.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1009: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase9.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1011: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase10.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1013: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase10.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1015: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase11.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1017: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase11.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1019: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase12.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1021: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase12.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1023: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase13.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1025: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase13.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1027: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase14.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1029: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase14.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1031: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase15.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1033: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase15.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1035: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase16.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1037: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase16.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1090: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase17.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1092: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase17.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1094: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase18.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1096: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase18.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1098: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase19.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1100: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase19.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1102: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase20.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1104: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase20.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1106: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase21.chars[1], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • _a_ga_dt_03.lua, line 1108: -- ai_add_enemy_target(_A_GA_DT_03_groups.chase21.chars[2], _A_GA_DT_03_groups.protectees.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • dlc2_m01.lua, line 2887: ai_add_enemy_target(Dlc2_m01_characters.kwilanna, Dlc2_m01_groups.dt_get_away_car_drop_off.npcs[1], ATTACK_NOW_NEVER_LOSE)
                                                • dlc2_m01.lua, line 3218: ai_add_enemy_target(npc, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • dlc2_m01.lua, line 4762: ai_add_enemy_target(npc_table.npc, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, false)
                                                • dlc2_m01.lua, line 4854: ai_add_enemy_target(npc, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • dlc2_m02.lua, line 2972: ai_add_enemy_target( brutina, homie, ATTACK_NOW_NEVER_LOSE, true )
                                                • dlc2_m03.lua, line 1483: ai_add_enemy_target(pilot, CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • dlc2_m03.lua, line 2116: ai_add_enemy_target(pilot, CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • dlc2_m03.lua, line 2123: ai_add_enemy_target(passenger, CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • dlc2_m03.lua, line 2129: ai_add_enemy_target(member, CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • dlc2_m03.lua, line 2517: ai_add_enemy_target(pilot, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • dlc2_m03.lua, line 2584: ai_add_enemy_target(member, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • dlc2_m03.lua, line 2649: ai_add_enemy_target(member, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • dlc2_m03.lua, line 2675: ai_add_enemy_target(npc, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • game_lib.lua, line 3434: ai_add_enemy_target(enemy, CLOSEST_PLAYER, 2)
                                                • m01.lua, line 2112: ai_add_enemy_target(M01_group.heli_police2.shooter, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 2302: ai_add_enemy_target(M01_group.heli_police1.shooter, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 2805: ai_add_enemy_target(npc, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m01.lua, line 2807: ai_add_enemy_target(npc, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m01.lua, line 3348: ai_add_enemy_target(npc_name, LOCAL_PLAYER, ATTACK_NOW, false)
                                                • m01.lua, line 4328: ai_add_enemy_target(M01_shaundi, guard, ATTACK_NOW, false)
                                                • m01.lua, line 4719: ai_add_enemy_target(pair_table.members[1], LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 4721: ai_add_enemy_target(pair_table.members[2], REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 4723: ai_add_enemy_target(pair_table.members[2], LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 4926: ai_add_enemy_target(char, LOCAL_PLAYER, ATTACK_ON_SIGHT, true)
                                                • m01.lua, line 4928: ai_add_enemy_target(char, REMOTE_PLAYER, ATTACK_ON_SIGHT, true)
                                                • m01.lua, line 5188: ai_add_enemy_target(group_table.members[1], LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5189: ai_add_enemy_target(group_table.members[2], LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5211: ai_add_enemy_target(group_table.members[1], LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5212: ai_add_enemy_target(group_table.members[2], LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5545: ai_add_enemy_target(M01_group.vault_attackers2.members[1], M01_group.vault_attackers2.gat, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5546: ai_add_enemy_target(M01_group.vault_attackers2.members[2], M01_group.vault_attackers2.shaundi, ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5547: ai_add_enemy_target(M01_group.vault_attackers2.gat, M01_group.vault_attackers2.members[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5548: ai_add_enemy_target(M01_group.vault_attackers2.shaundi, M01_group.vault_attackers2.members[2], ATTACK_NOW_NEVER_LOSE, true)
                                                • m01.lua, line 5638: ai_add_enemy_target(M01_group.vault_attackers2.gat, attacker, ATTACK_NOW_NEVER_LOSE, false)
                                                • m01.lua, line 5639: ai_add_enemy_target(M01_group.vault_attackers2.shaundi, attacker, ATTACK_NOW_NEVER_LOSE, false)
                                                • m02.lua, line 1356: ai_add_enemy_target(M02_groups.cargo_plane_goons_02.chars[1], CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • m02.lua, line 1365: ai_add_enemy_target(enemy, CLOSEST_PLAYER, ATTACK_NOW)
                                                • m02.lua, line 1410: ai_add_enemy_target(M02_groups.cargo_plane_goons_03.move_up_chars[1], CLOSEST_PLAYER, ATTACK_NOW)
                                                • m02.lua, line 3024: ai_add_enemy_target(char.name, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m03.lua, line 1670: ai_add_enemy_target(group.members[1], M03_group.choppers.bomb.pilots[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • m03.lua, line 1671: ai_add_enemy_target(group.members[2], M03_group.choppers.bomb.pilots[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • m03.lua, line 2008: ai_add_enemy_target(M03_char.fly_home_enemies[i][1], M03_group.choppers.bomb.pilots[1], ATTACK_NOW, true)
                                                • m03.lua, line 2009: ai_add_enemy_target(M03_char.fly_home_enemies[i][2], M03_group.choppers.bomb.pilots[1], ATTACK_NOW, true)
                                                • m03.lua, line 2902: ai_add_enemy_target(npc, M03_group.choppers.bomb.pilots[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • m03.lua, line 3151: ai_add_enemy_target(guard, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m03.lua, line 3153: ai_add_enemy_target(guard, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m03.lua, line 3229: ai_add_enemy_target(npc, M03_group.choppers.bomb.pilots[1], ATTACK_NOW_NEVER_LOSE)
                                                • m03.lua, line 3230: --- ai_add_enemy_target(npc, M03_group.choppers.pierce.pilots[1], ATTACK_NOW_NEVER_LOSE)
                                                • m03.lua, line 3231: --- ai_add_enemy_target(npc, M03_group.choppers.backup.pilots[1], ATTACK_NOW_NEVER_LOSE)
                                                • m06.lua, line 2366: -- ai_add_enemy_target(brute, CLOSEST_PLAYER, 2)
                                                • m07.lua, line 2070: ai_add_enemy_target(luch, M07_char.angel, ATTACK_NOW)
                                                • m07.lua, line 2071: --ai_add_enemy_target(luch, CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • m07.lua, line 2427: ai_add_enemy_target(M07_char.brute_flamer_1, CLOSEST_PLAYER, ATTACK_NOW) -- Send him immediately after the player
                                                • m07.lua, line 2436: ai_add_enemy_target(M07_char.brute_flamer_2, M07_char.oleg, ATTACK_NOW_NEVER_LOSE, true) -- Send him immediately after Oleg
                                                • m07.lua, line 3126: ai_add_enemy_target(M07_group.luchadores_outside.brute, CLOSEST_PLAYER, ATTACK_NOW) -- Target the player
                                                • m07.lua, line 3146: ai_add_enemy_target(luch, CLOSEST_PLAYER, ATTACK_NOW)
                                                • m07.lua, line 3242: ai_add_enemy_target(M07_char.oleg, M07_char.brute_melee, ATTACK_NOW_NEVER_LOSE, true) -- Make enemy brute the priority target
                                                • m07.lua, line 3247: ai_add_enemy_target(M07_char.brute_melee, M07_char.oleg, ATTACK_NOW_NEVER_LOSE, true) -- Make Oleg the priority target
                                                • m08.lua, line 1631: ai_add_enemy_target( sniper, CLOSEST_PLAYER, ATTACK_NOW, true )
                                                • m08.lua, line 1834: ai_add_enemy_target( heli.npcs[ 1 ], target, ATTACK_NOW_NEVER_LOSE, true )
                                                • m08.lua, line 1835: ai_add_enemy_target( heli.npcs[ 2 ], target, ATTACK_NOW_NEVER_LOSE, true )
                                                • m09.lua, line 3224: ai_add_enemy_target(member, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m09.lua, line 3226: ai_add_enemy_target(member, M09_group.girls_heli.pilot, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 3780: ai_add_enemy_target(enemy, player, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 4766: ai_add_enemy_target(attacker.gunner, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 4768: ai_add_enemy_target(attacker.gunner, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 4806: ai_add_enemy_target(baddie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 4808: ai_add_enemy_target(baddie, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 4889: ai_add_enemy_target(baddie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 4891: ai_add_enemy_target(baddie, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 5015: ai_add_enemy_target(baddie, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m09.lua, line 5017: ai_add_enemy_target(baddie, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m10.lua, line 1877: ai_add_enemy_target(char, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m10.lua, line 2537: ai_add_enemy_target(npc, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m10.lua, line 3428: ai_add_enemy_target(char, vtol_group.target, ATTACK_NOW_NEVER_LOSE, false)
                                                • m10.lua, line 3477: ai_add_enemy_target(vehicle_table.chars[1], LOCAL_PLAYER, ATTACK_ON_SIGHT)
                                                • m10.lua, line 3478: ai_add_enemy_target(vehicle_table.chars[1], M10_characters.viola, ATTACK_ON_SIGHT)
                                                • m10.lua, line 3479: ai_add_enemy_target(vehicle_table.chars[1], M10_characters.oleg, ATTACK_ON_SIGHT)
                                                • m10.lua, line 3481: ai_add_enemy_target(vehicle_table.chars[1], REMOTE_PLAYER, ATTACK_ON_SIGHT)
                                                • m10.lua, line 3538: ai_add_enemy_target(M10_characters.oleg, char, ATTACK_NOW_NEVER_LOSE, false) -- tell oleg to attack these guys.
                                                • m10.lua, line 3661: ai_add_enemy_target(char, vtol_table.target, ATTACK_NOW_NEVER_LOSE, false)
                                                • m10.lua, line 3774: ai_add_enemy_target(M10_characters.oleg, char, ATTACK_ON_SIGHT)
                                                • m10.lua, line 3794: ai_add_enemy_target(M10_characters.oleg, char, ATTACK_NOW)
                                                • m11.lua, line 1669: ai_add_enemy_target(target.pilot, CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • m11.lua, line 1806: ai_add_enemy_target(npc, M11_groups.oleg_battle.oleg.oleg, ATTACK_NOW, true)
                                                • m11.lua, line 2727: ai_add_enemy_target(vehicle.driver, CLOSEST_PLAYER, ATTACK_NOW, true)
                                                • m11.lua, line 2745: ai_add_enemy_target(npc, M11_groups.oleg_battle.oleg.oleg, ATTACK_NOW_NEVER_LOSE, true)
                                                • m11.lua, line 2780: --ai_add_enemy_target(group.driver, M11_groups.oleg_battle.oleg.oleg, ATTACK_NOW_NEVER_LOSE, true)
                                                • m11.lua, line 2791: ai_add_enemy_target(group.members[1], M11_groups.oleg_battle.oleg.oleg, ATTACK_NOW_NEVER_LOSE, true)
                                                • m11.lua, line 2792: ai_add_enemy_target(group.members[1], M11_groups.oleg_battle.oleg.oleg, ATTACK_NOW_NEVER_LOSE, true)
                                                • m11.lua, line 2793: ai_add_enemy_target(group.members[1], M11_groups.oleg_battle.oleg.oleg, ATTACK_NOW_NEVER_LOSE, true)
                                                • m12.lua, line 2096: ai_add_enemy_target(char.name, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m12.lua, line 2100: ai_add_enemy_target(char.name, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m12.lua, line 2104: ai_add_enemy_target(char.name, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m13.lua, line 2199: ai_add_enemy_target(driver, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m13.lua, line 2355: ai_add_enemy_target(npc, pierce, ATTACK_NOW_NEVER_LOSE)
                                                • m13.lua, line 3764: ai_add_enemy_target( npc, wave.attack_target, ATTACK_NOW_NEVER_LOSE, true )
                                                • m13.lua, line 3766: ai_add_enemy_target( npc, m13_get_closest_player( npc ), ATTACK_NOW_NEVER_LOSE, true )
                                                • m13.lua, line 3784: ai_add_enemy_target( gunner, m13_get_closest_player( gunner ), ATTACK_NOW_NEVER_LOSE, true )
                                                • m13.lua, line 3797: ai_add_enemy_target(driver, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m13.lua, line 3799: ai_add_enemy_target(group.members[2], CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m13.lua, line 3853: ai_add_enemy_target( driver, m13_get_closest_player( group.vehicle ), ATTACK_NOW_NEVER_LOSE, true )
                                                • m13.lua, line 3855: ai_add_enemy_target( group.members[ 2 ], m13_get_closest_player( group.vehicle ), ATTACK_NOW_NEVER_LOSE, true )
                                                • m13.lua, line 3861: ai_add_enemy_target( vehicle_get_driver( group.vehicle ), m13_get_closest_player( group.vehicle ), ATTACK_NOW_NEVER_LOSE, true )
                                                • m13.lua, line 3867: ai_add_enemy_target( m, wave.attack_target , ATTACK_NOW_NEVER_LOSE, true )
                                                • m13.lua, line 3869: ai_add_enemy_target( m, m13_get_closest_player( m ), ATTACK_NOW_NEVER_LOSE, true )
                                                • m14.lua, line 728: ai_add_enemy_target(npc, LOCAL_PLAYER, ATTACK_ON_SIGHT)
                                                • m14.lua, line 730: ai_add_enemy_target(npc, REMOTE_PLAYER, ATTACK_ON_SIGHT)
                                                • m15.lua, line 1641: ai_add_enemy_target(npc, LOCAL_PLAYER, ATTACK_NOW)
                                                • m16.lua, line 1873: ai_add_enemy_target(M16_characters.tank_combat_tank_npc_one, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m16.lua, line 1879: ai_add_enemy_target(M16_characters.tank_combat_tank_npc_one, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m16.lua, line 1880: ai_add_enemy_target(M16_characters.tank_combat_tank_npc_two, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m16.lua, line 1881: ai_add_enemy_target(M16_characters.tank_combat_tank_npc_two, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m16.lua, line 2626: ai_add_enemy_target(member, CLOSEST_PLAYER, ATTACK_NOW)
                                                • m16.lua, line 2860: ai_add_enemy_target(M16_characters.matt, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m16.lua, line 3447: ai_add_enemy_target(M16_characters.matt, CLOSEST_PLAYER, 2)
                                                • m16.lua, line 3524: ai_add_enemy_target(M16_characters.matt, CLOSEST_PLAYER, 2)
                                                • m17.lua, line 2159: ai_add_enemy_target(group.npc, CLOSEST_PLAYER, ATTACK_NOW)
                                                • m18.lua, line 2960: ai_add_enemy_target(char, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m18.lua, line 3029: ai_add_enemy_target(M18_groups.skydiving_tank.tank_group.chars[1], LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m18.lua, line 3187: ai_add_enemy_target(diver_table.name, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m18.lua, line 3352: ai_add_enemy_target(char, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m18.lua, line 3694: ai_add_enemy_target(grunt, player, ATTACK_NOW, false)
                                                • m18.lua, line 3853: ai_add_enemy_target(char, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m20.lua, line 717: ai_add_enemy_target( c1, g2.chars[ j ], ATTACK_NOW, true )
                                                • m20.lua, line 1640: ai_add_enemy_target( M20_char.last_wrestler, M20_char.stag_tank_driver, ATTACK_NOW, true )
                                                • m20.lua, line 1701: ai_add_enemy_target( npc, tank_driver, ATTACK_NOW, true )
                                                • m21.lua, line 1266: ai_add_enemy_target(npc, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m21.lua, line 1658: ai_add_enemy_target(member, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m21.lua, line 1820: ai_add_enemy_target(enemy, player, ATTACK_NOW_NEVER_LOSE)
                                                • m21.lua, line 2847: ai_add_enemy_target(M21_characters.killbane, player_in_ring, ATTACK_NOW_NEVER_LOSE, true)
                                                • m21.lua, line 3490: ai_add_enemy_target(M21_characters.killbane, player_in_ring, ATTACK_NOW_NEVER_LOSE, true)
                                                • m21.lua, line 3598: ai_add_enemy_target(npc, player_in_ring, 2)
                                                • m22.lua, line 4550: ai_add_enemy_target(driver_name, M22_groups.Angel.members[1], ATTACK_NOW, true)
                                                • m22.lua, line 4698: ai_add_enemy_target(M22_characters.Kia, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m22.lua, line 4700: ai_add_enemy_target(M22_characters.Kia, REMOTE_PLAYER, ATTACK_NOW_NEVER_LOSE)
                                                • m23.lua, line 2318: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, LOCAL_PLAYER, ATTACK_ON_SIGHT, true)
                                                • m23.lua, line 2320: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, REMOTE_PLAYER, ATTACK_ON_SIGHT, true)
                                                • m23.lua, line 3029: ai_add_enemy_target(char.name, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m23.lua, line 3033: ai_add_enemy_target(char.name, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m23.lua, line 3037: ai_add_enemy_target(char.name, CLOSEST_PLAYER, ATTACK_ON_SIGHT, false)
                                                • m23.lua, line 3240: ai_add_enemy_target(chase_group.chars[1], dog_fight_group.lead_group.chars[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • m23.lua, line 3285: ai_add_enemy_target(pilot, CLOSEST_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m23.lua, line 3305: ai_add_enemy_target(char, LOCAL_PLAYER, ATTACK_ON_SIGHT)
                                                • m23.lua, line 3307: ai_add_enemy_target(char, REMOTE_PLAYER, ATTACK_ON_SIGHT)
                                                • m23.lua, line 3372: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, target_player, ATTACK_NOW_NEVER_LOSE, true)
                                                • m23.lua, line 3401: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, target_player, ATTACK_NOW_NEVER_LOSE, true)
                                                • m23.lua, line 3643: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m23.lua, line 3657: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m23.lua, line 3676: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m23.lua, line 3682: ai_add_enemy_target(M23_groups.cyrus_vtol.cyrus, LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true)
                                                • m24.lua, line 1155: ai_add_enemy_target(M24_characters.killbane, CLOSEST_PLAYER, ATTACK_ON_SIGHT)
                                                • sh04.lua, line 818: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 830: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 842: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 854: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 866: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 878: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 890: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 902: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1488: --ai_add_enemy_target(ANGEL_WITH_MASK, SH04_group.brute_g02.members[1], ATTACK_NOW_NEVER_LOSE, true)
                                                • sh04.lua, line 1858: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1871: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1875: --ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1876: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1893: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1898: --ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1899: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1921: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1924: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 1927: ai_add_enemy_target( member, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                • sh04.lua, line 2186: ai_add_enemy_target( SH04_group.brute_g01.members, get_random_target_player(), ATTACK_NOW_NEVER_LOSE )
                                                ai_attack_region true
                                                  11
                                                  ai_clear_priority_target true
                                                    3
                                                    ai_clear_scripted_action true
                                                      26
                                                      ai_do_scripted_advance true
                                                        4
                                                        ai_do_scripted_move true
                                                          163
                                                          • dlc2_m02.lua, line 1983: ai_do_scripted_move( homie, nav, true, false )
                                                          • dlc2_m02.lua, line 2109: ai_do_scripted_move( homie, machine_data.homie_fire_from, true, false )
                                                          • dlc2_m02.lua, line 2589: ai_do_scripted_move( npc, tethers[ i ].nav, true, false )
                                                          • dlc2_m02.lua, line 2731: ai_do_scripted_move( homie, homie_nav, true, false )
                                                          • dlc2_m02.lua, line 2861: ai_do_scripted_move( homie, "nav_hanger_camera_homie_end", true, false )
                                                          • dlc2_m02.lua, line 2901: ai_do_scripted_move( homie, "nav_homie_kill_mark", true, false )
                                                          • dlc2_m02.lua, line 2962: ai_do_scripted_move( brutina, "nav_brutina_mark_1", true, false )
                                                          • dlc2_m02.lua, line 3029: ai_do_scripted_move( homie, console_nav, true, false )
                                                          • dlc2_m02.lua, line 3108: ai_do_scripted_move( homie, LOCAL_PLAYER, true, false )
                                                          • m01.lua, line 1382: ai_do_scripted_move(M01_group.start_homies.shaundi, M01_cover.lobby2.shaundi, should_run, should_fire)
                                                          • m01.lua, line 1398: ai_do_scripted_move(M01_group.start_homies.gat, "grandstand_nav", should_run, should_fire)
                                                          • m01.lua, line 1439: ai_do_scripted_move(guard, LOBBY_MARK2[i])
                                                          • m01.lua, line 1497: ai_do_scripted_move(guard, SECOND_FLOOR_MARK[i], should_run, should_fire)
                                                          • m01.lua, line 3204: ai_do_scripted_move(guard, nav_table[i])
                                                          • m01.lua, line 3560: -- ai_do_scripted_move(flee_ped, M01_group.bomb_flee.dest, should_run, should_fire)
                                                          • m01.lua, line 3679: ai_do_scripted_move(M01_group.autograph.guy, M01_group.bomb_flee.dest, should_run, should_fire)
                                                          • m01.lua, line 3988: ai_do_scripted_move(guard, M01_group.lobby.guard_navs[i], should_run, should_fire)
                                                          • m01.lua, line 4161: --ai_do_scripted_move(M01_group.start_homies.gat, "lobby_mark 001", should_run, should_fire)
                                                          • m01.lua, line 4182: ai_do_scripted_move(M01_group.start_homies.gat, "Gat_slide_nav", should_run, should_fire)
                                                          • m01.lua, line 4305: ai_do_scripted_move(M01_shaundi, "Shaundi_leash", should_run, should_fire)
                                                          • m01.lua, line 4306: ai_do_scripted_move(M01_gat, "Gat_leash<001>", should_run, true)
                                                          • m01.lua, line 4309: ai_do_scripted_move(M01_josh, "Josh_leash", should_run, should_fire)
                                                          • m01.lua, line 4716: ai_do_scripted_move(pair_table.members[1], pair_table.navs[pair_table.set][1], should_run, should_fire)
                                                          • m01.lua, line 4717: ai_do_scripted_move(pair_table.members[2], pair_table.navs[pair_table.set][2], should_run, should_fire)
                                                          • m01.lua, line 4932: ai_do_scripted_move(char, transport_table.soldier_dest, should_run, should_fire)
                                                          • m01.lua, line 5255: ai_do_scripted_move(M01_shaundi, M01_shaundi_attack.shuandi_nav, should_run, should_fire)
                                                          • m01.lua, line 5305: ai_do_scripted_move(name, navpoint, should_run, should_fire)
                                                          • m01.lua, line 5377: ai_do_scripted_move(M01_josh, M01_group.autograph.josh_close_nav, should_run, should_fire)
                                                          • m01.lua, line 5478: ai_do_scripted_move(M01_josh, "lobby_mark 001", should_run, should_fire)
                                                          • m01.lua, line 5529: ai_do_scripted_move(M01_josh, "josh_lobby2", should_run, should_fire)
                                                          • m01.lua, line 5636: ai_do_scripted_move(attacker, M01_group.vault_attackers2.navs[i], should_run, should_fire)
                                                          • m02.lua, line 1357: ai_do_scripted_move(M02_groups.cargo_plane_goons_02.chars[1], M02_navpoints.ai_investigation_01, true, true)
                                                          • m02.lua, line 1411: ai_do_scripted_move(M02_groups.cargo_plane_goons_03.move_up_chars[1], M02_navpoints.ai_investigation_02, true, true)
                                                          • m03.lua, line 2531: ai_do_scripted_move(wave_table.members[i], mark, should_run, should_fire)
                                                          • m03.lua, line 3155: ai_do_scripted_move(guard, squad.dest, should_run, should_fire)
                                                          • m04.lua, line 757: -- ai_do_scripted_move(guard, RETAIL_MARK[i])
                                                          • m04.lua, line 795: -- ai_do_scripted_move(M04_group.brute_001.members[1], RETAIL_MARK[1])
                                                          • m05.lua, line 856: ai_do_scripted_move(saint, M05_nav.saints01[i])
                                                          • m05.lua, line 873: ai_do_scripted_move(saint, M05_nav.saints02[i], true, true)
                                                          • m05.lua, line 884: ai_do_scripted_move(saint, M05_nav.saints03[i], true, false)
                                                          • m05.lua, line 1343: ai_do_scripted_move(npc, M05_nav.backup[i])
                                                          • m05.lua, line 1569: ai_do_scripted_move(M05_groups.chase_host.target, M05_nav.chase_outside, true, false)
                                                          • m05.lua, line 1583: ai_do_scripted_move(M05_groups.chase_host.target, M05_nav.chase_end, true, false)
                                                          • m05.lua, line 1844: ai_do_scripted_move(guard, M05_nav.guards[i])
                                                          • m05.lua, line 2033: ai_do_scripted_move(guard, dest_nav, true, false)
                                                          • m06.lua, line 1111: ai_do_scripted_move(worker, M06_worker_nav, true, false)
                                                          • m06.lua, line 1129: ai_do_scripted_move(guard, M06_group.dock1.navpoints[i])
                                                          • m06.lua, line 1147: ai_do_scripted_move(guard, M06_group.dock2.navpoints[i])
                                                          • m06.lua, line 1301: ai_do_scripted_move(M06_group.factory1.walker, M06_group.factory1.walk_nav, false, true)
                                                          • m06.lua, line 1336: ai_do_scripted_move(goon, M06_group.factory1a.navpoints[i], true, false)
                                                          • m06.lua, line 1342: ai_do_scripted_move(guard, M06_group.factory2.navpoints[i])
                                                          • m06.lua, line 1354: ai_do_scripted_move(guard, M06_group.factory3.navpoints[i], true, false)
                                                          • m06.lua, line 1363: ai_do_scripted_move(M06_group.factory_brute.brute, M06_group.factory_brute.navpoint, true, false)
                                                          • m06.lua, line 1371: ai_do_scripted_move(guard, M06_group.factory4.navpoints[i], true, true)
                                                          • m06.lua, line 1468: ai_do_scripted_move(M06_group.top_floor_homies.oleg, M06_Oleg_path.stair, true, false)
                                                          • m06.lua, line 1481: ai_do_scripted_move(M06_group.top_floor_homies.oleg, M06_Oleg_path.climbs, true, false)
                                                          • m06.lua, line 1488: ai_do_scripted_move(M06_group.top_floor_homies.oleg, M06_Oleg_path.offices, true, false)
                                                          • m06.lua, line 2351: ai_do_scripted_move(npc_name, navpoint, should_run, should_fire)
                                                          • m06.lua, line 2403: ai_do_scripted_move(npc_name, navpoint, should_run, should_fire)
                                                          • m06.lua, line 2517: ai_do_scripted_move(guard, M06_group.dock1.navpoints[i])
                                                          • m06.lua, line 2528: ai_do_scripted_move(guard, M06_group.dock2.navpoints[i])
                                                          • m06.lua, line 2917: ai_do_scripted_move(M06_group.top_floor_homies.oleg, M06_Oleg_path.stair, true, false)
                                                          • m06.lua, line 2926: ai_do_scripted_move(M06_group.top_floor_homies.oleg, M06_Oleg_path.climbs, true, false)
                                                          • m06.lua, line 2935: ai_do_scripted_move(M06_group.top_floor_homies.oleg, M06_Oleg_path.offices, true, false)
                                                          • m07.lua, line 1298: ai_do_scripted_move(guard, M07_group.barge1.navpoints[i])
                                                          • m07.lua, line 2262: ai_do_scripted_move(M07_char.angel, M07_navpoint.angel_defense_location_1)
                                                          • m07.lua, line 2263: --ai_do_scripted_move(M07_char.pierce, M07_navpoint.pierce_defense_location) -- POC2: Remove Pierce
                                                          • m07.lua, line 2264: --ai_do_scripted_move(M07_char.zimos, M07_navpoint.zimos_defense_location)
                                                          • m07.lua, line 2379: ai_do_scripted_move(M07_char.oleg, M07_navpoint.cp_starts.defense.oleg, true, true)
                                                          • m07.lua, line 2601: ai_do_scripted_move(guard, M07_group.barge2.navpoints[i])
                                                          • m07.lua, line 2609: ai_do_scripted_move(guard, M07_group.barge3.navpoints[i])
                                                          • m07.lua, line 3127: ai_do_scripted_move(M07_group.luchadores_outside.brute, M07_navpoint.casino_arriving_3, true, false)
                                                          • m07.lua, line 3151: ai_do_scripted_move(M07_char.angel, M07_navpoint.casino_door, true, false)
                                                          • m07.lua, line 3170: ai_do_scripted_move(M07_char.angel, M07_navpoint.casino_entry_1, true, false)
                                                          • m07.lua, line 3183: ai_do_scripted_move(M07_char.angel, M07_navpoint.cp_starts.defense.angel, true, false)
                                                          • m07.lua, line 3226: ai_do_scripted_move(M07_char.brute_melee, M07_navpoint.casino_entry_1, false)
                                                          • m07.lua, line 3272: ai_do_scripted_move(M07_char.brute_minigun, M07_navpoint.casino_balcony_e_1, false, true)
                                                          • m07.lua, line 3291: ai_do_scripted_move(M07_char.oleg, M07_navpoint.casino_stairs, true, false) -- Keep Oleg from walking leisurely while firing
                                                          • m07.lua, line 3297: ai_do_scripted_move(M07_group.balcony_enemies.chars[4], M07_navpoint.casino_balcony_e_3, true, true)
                                                          • m07.lua, line 3298: ai_do_scripted_move(M07_group.balcony_enemies.chars[6], M07_navpoint.casino_balcony_e_2, true, true)
                                                          • m07.lua, line 3333: ai_do_scripted_move(M07_char.oleg, M07_navpoint.casino_balcony_n, true, false)
                                                          • m08.lua, line 1579: ai_do_scripted_move( M08_group.zimos.npcs[ 1 ], LOCAL_PLAYER, true, false )
                                                          • m08.lua, line 1598: ai_do_scripted_move( M08_group.pierce.npcs[ 1 ], M08_navpoint.pierce_behind_bar, true, false )
                                                          • m09.lua, line 3784: ai_do_scripted_move(enemy, crate.run_to, should_run, should_fire)
                                                          • m09.lua, line 4288: ai_do_scripted_move(npc, dest, should_run, false)
                                                          • m09.lua, line 4376: ai_do_scripted_move(girl, M09_girls_flee_nav, true, false)
                                                          • m09.lua, line 4386: --ai_do_scripted_move(girl, closest_nav, true, false)
                                                          • m09.lua, line 4400: ai_do_scripted_move(M09_Zimos, M09_trigger.ho_heli_crate.hoes_run_to, true, false)
                                                          • m09.lua, line 4417: ai_do_scripted_move(girl, M09_trigger.ho_heli_crate.hoes_run_to, should_run, should_fire)
                                                          • m09.lua, line 4911: ai_do_scripted_move(baddie, entry.upstairs, true, false)
                                                          • m09.lua, line 5165: ai_do_scripted_move(M09_Zimos, M09_girls_flee_nav, true, false)
                                                          • m10.lua, line 1554: ai_do_scripted_move(char, squad.destination, true, true)
                                                          • m10.lua, line 1637: ai_do_scripted_move(M10_characters.viola, M10_navpoints.roof_viola_fix_elevator, true, false)
                                                          • m10.lua, line 1663: ai_do_scripted_move(M10_characters.viola, M10_navpoints.roof_viola_investigate, true, false)
                                                          • m10.lua, line 1682: ai_do_scripted_move(M10_characters.oleg, M10_navpoints.roof_oleg_investigate, true, false)
                                                          • m10.lua, line 2105: ai_do_scripted_move(M10_characters.oleg, M10_navpoints.oleg_sequence_oleg, true)
                                                          • m10.lua, line 2236: ai_do_scripted_move(M10_characters.oleg, M10_navpoints.oleg_sequence_oleg, true)
                                                          • m10.lua, line 3804: ai_do_scripted_move(M10_characters.oleg, M10_navpoints.roof_oleg_dest, true)
                                                          • m12.lua, line 157: -- Map between group members and the nav to call ai_do_scripted_move() on.
                                                          • m12.lua, line 555: ai_do_scripted_move(M12_groups.workers_lobby.second_floor_receptionist, M12_nav.lobby_desk)
                                                          • m12.lua, line 1031: ai_do_scripted_move(group.members[i], group.navs[i], true, false)
                                                          • m12.lua, line 1489: --ai_do_scripted_move(M12_groups.stag_lobby.members[5], M12_nav.stag_pace[1], false, false)
                                                          • m12.lua, line 1533: ai_do_scripted_move(M12_groups.stag_studio.members[1], M12_nav.stag_pace[2], false, false)
                                                          • m12.lua, line 1534: ai_do_scripted_move(M12_groups.stag_studio.members[4], M12_nav.stag_pace[3], false, false)
                                                          • m12.lua, line 2097: ai_do_scripted_move(char.name, char.nav, true, false)
                                                          • m13.lua, line 2135: -- ai_do_scripted_move(josh, M13_nav.josh_to_shaundi, true, false)
                                                          • m13.lua, line 2137: -- ai_do_scripted_move(josh, M13_nav.josh_to_cyrus, true, false)
                                                          • m13.lua, line 2185: ai_do_scripted_move(M13_groups.penthouse_homies.shaundi, M13_nav.penthouse_elevator, true, false)
                                                          • m13.lua, line 2188: ai_do_scripted_move(M13_groups.penthouse_homies.josh, M13_nav.penthouse_elevator, true, false)
                                                          • m14.lua, line 1410: ai_do_scripted_move(npc, M14_navpoint.deckers_elevator[i], true, false)
                                                          • m14.lua, line 1419: ai_do_scripted_move(npc, M14_navpoint.elevator_rb, true, false)
                                                          • m14.lua, line 1447: ai_do_scripted_move(npc, M14_navpoint.deckers_corner[i], true, false)
                                                          • m14.lua, line 1455: ai_do_scripted_move(npc, M14_navpoint.corner_rb, true, false)
                                                          • m14.lua, line 1471: ai_do_scripted_move(npc, M14_navpoint.deckers_side[i], true, false)
                                                          • m14.lua, line 1480: ai_do_scripted_move(npc, M14_navpoint.side_rb, true, false)
                                                          • m14.lua, line 1510: ai_do_scripted_move(npc, M14_navpoint.deckers_stairs[i], true, false)
                                                          • m14.lua, line 1518: ai_do_scripted_move(npc, M14_navpoint.stairs_rb, true, false)
                                                          • m15.lua, line 2492: ai_do_scripted_move(npc, nav, true, true)
                                                          • m17.lua, line 1946: ai_do_scripted_move(group.npc, group.nav, true, false)
                                                          • m17.lua, line 1959: ai_do_scripted_move(group.npc, group.nav, true, false)
                                                          • m17.lua, line 2160: ai_do_scripted_move(group.npc, group.nav, true, true)
                                                          • m17.lua, line 2616: ai_do_scripted_move(npc, M17_nav_barricade[i], true, false)
                                                          • m17.lua, line 2648: ai_do_scripted_move(group.npc, group.nav, true, false)
                                                          • m17.lua, line 2697: ai_do_scripted_move(npc, M17_group.fire.nav[1], true, false)
                                                          • m18.lua, line 1618: ai_do_scripted_move(M18_groups.cargo_plane_interior.grunt_squads.catwalk.grunts[1], M18_navpoints.grunt_catwalk_positions[1], true, false)
                                                          • m18.lua, line 1619: -- ai_do_scripted_move(M18_groups.cargo_plane_interior.grunt_squads.catwalk.grunts[2], M18_navpoints.grunt_catwalk_positions[2], true, false)
                                                          • m18.lua, line 3713: ai_do_scripted_move(grunt, M18_navpoints.grunt_catwalk_start, true, true)
                                                          • m18.lua, line 3725: ai_do_scripted_move(grunt, M18_navpoints.grunt_catwalk_positions[M18_runtime.num_grunts_to_reach_catwalk], true, true)
                                                          • m19.lua, line 1268: ai_do_scripted_move(Current_Suko, M19_nav.mask_search_point.name, should_run, should_fire)
                                                          • m19.lua, line 2198: --ai_do_scripted_move(LOCAL_PLAYER, M19_nav.rimjobs_door_open_point, true)
                                                          • m20.lua, line 1717: ai_do_scripted_move( M20_char.last_wrestler, M20_vehicle.lw_truck , true, false)
                                                          • m20.lua, line 2244: ai_do_scripted_move(npc, vehicle, false, false)
                                                          • m21.lua, line 1309: ai_do_scripted_move(npc_name, start_nav, true)
                                                          • m21.lua, line 2381: if (ai_do_scripted_move(npc, dest, run, move_and_fire) == false) then
                                                          • m21.lua, line 3673: ai_do_scripted_move(M21_characters.ref, M21_navpoints.ref_points[intermediary_point], true)
                                                          • m21.lua, line 3691: ai_do_scripted_move(M21_characters.ref, M21_navpoints.ref_points[2], true)
                                                          • m23.lua, line 3030: ai_do_scripted_move(char.name, char.nav, true, false)
                                                          • m24.lua, line 1843: ai_do_scripted_move(homie, M24_deaths[homie_index].pos, true, false)
                                                          • sh01.lua, line 772: ai_do_scripted_move(SH01_group.catwalk_grunts.members[i], CATWALKS[i])
                                                          • sh01.lua, line 786: ai_do_scripted_move(SH01_group.stairwell_grunts.members[i], STAIR_MARK[i], true, false)
                                                          • sh01.lua, line 802: ai_do_scripted_move(guard, OFFICE_MARK[i])
                                                          • sh01.lua, line 1303: ai_do_scripted_move(guard, CATWALK_MARK[i])
                                                          • sh01.lua, line 1485: ai_do_scripted_move(SH01_group.homies.members[2], HACK_POINT, true, false)
                                                          • sh01.lua, line 1490: ai_do_scripted_move(SH01_group.homies.members[2], HACK_POINT, true, false)
                                                          • sh01.lua, line 1501: -- ai_do_scripted_move(SH01_group.homies.members[2])
                                                          • sh02.lua, line 2920: ai_do_scripted_move(name, navpoint, true, true)
                                                          • sh03.lua, line 1111: ai_do_scripted_move(KINZIE, SH03_KINZIE_WAIT, true, false) --tell kinzie to go to the helicopter and get in
                                                          • sh03.lua, line 1550: ai_do_scripted_move(KINZIE, SH03_KINZIE_WAIT, true, false)
                                                          • sh03.lua, line 1674: ai_do_scripted_move(KINZIE, current_tower, true, false) --tell kinzie to go to the tower and start hacking
                                                          • sh03.lua, line 1682: ai_do_scripted_move(KINZIE, current_tower, true, false)
                                                          • sh04.lua, line 819: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 831: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 843: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 855: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 867: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 879: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 891: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 903: --ai_do_scripted_move( member, LOCAL_PLAYER, true, true )
                                                          • sh04.lua, line 1992: --ai_do_scripted_move( SH04_group.first_specialist.name, SH04_group.first_specialist.dest, true, false )
                                                          • sh04.lua, line 2250: ai_do_scripted_move( angel, LOCAL_PLAYER, false )
                                                          • sh04.lua, line 2334: --ai_do_scripted_move( attacker, dest, true )
                                                          • sh04.lua, line 2342: ai_do_scripted_move( SH04_group.casino_manager.members, LOCAL_PLAYER, true )
                                                          • sh04.lua, line 2347: ai_do_scripted_move( ANGEL_NO_MASK, SH04_INTERROGATE_PLAYER, true )
                                                          ai_do_scripted_rush true
                                                            3
                                                            ai_do_scripted_take_cover true
                                                              11
                                                              ai_force_team_idle true
                                                                2
                                                                ai_scripted_action_is_complete true
                                                                  24
                                                                  ai_scripted_action_is_processing true
                                                                    8
                                                                    • m01.lua, line 1636: while not M01_trigger.pre_bomb.hit and ai_scripted_action_is_processing(M01_josh) do
                                                                    • m05.lua, line 1585: while ai_scripted_action_is_processing(M05_groups.chase_host.target) do
                                                                    • m07.lua, line 3234: while (ai_scripted_action_is_processing(M07_char.brute_melee)) do
                                                                    • m09.lua, line 4297: if not ai_scripted_action_is_processing(npc) or get_dist(npc, dest) <= dist_tolerance then
                                                                    • m09.lua, line 4373: if ai_scripted_action_is_processing(girl) == false then
                                                                    • m09.lua, line 4379: if ai_scripted_action_is_processing(girl) then
                                                                    • m13.lua, line 2140: while ai_scripted_action_is_processing(josh) and not ai_scripted_action_is_complete(josh) do
                                                                    • sh01.lua, line 1489: if not (ai_scripted_action_is_processing(SH01_group.homies.members[2]))then
                                                                    ai_set_action_delay true
                                                                      30
                                                                      • dlc2_m01.lua, line 4396: ai_set_action_delay(npc, "melee", 99999)
                                                                      • dlc2_m01.lua, line 4397: ai_set_action_delay(npc, "move rush to melee", 99999)
                                                                      • m01.lua, line 2018: ai_set_action_delay(M01_group.heli_fighter1.members[1], "throw grenade", 99999)
                                                                      • m01.lua, line 2019: ai_set_action_delay(M01_group.heli_fighter1.members[2], "throw grenade", 99999)
                                                                      • m02.lua, line 1413: ai_set_action_delay(M02_groups.cargo_plane_goons_03.move_up_chars[1], "cover take def", 10000)
                                                                      • m02.lua, line 1414: ai_set_action_delay(M02_groups.cargo_plane_goons_03.move_up_chars[1], "cover take off", 10000)
                                                                      • m07.lua, line 1588: ai_set_action_delay(M07_char.pierce, "throw grenade", 9999)
                                                                      • m07.lua, line 1812: ai_set_action_delay(npc, "throw grenade", 9999)
                                                                      • m07.lua, line 2309: ai_set_action_delay(M07_char.oleg, "ALL", 0) -- Allow all actions now
                                                                      • m07.lua, line 3219: ai_set_action_delay(M07_char.oleg, "ALL", 60) -- Disallow all actions for 60 seconds
                                                                      • m07.lua, line 3220: ai_set_action_delay(M07_char.oleg, "taunt", 4) -- Allow taunt in a few seconds
                                                                      • m07.lua, line 3224: ai_set_action_delay(M07_char.brute_melee, "ALL", 30) -- Disallow all actions for 20 seconds
                                                                      • m07.lua, line 3225: ai_set_action_delay(M07_char.brute_melee, "move scripted", 0) -- allow scripted move
                                                                      • m07.lua, line 3239: ai_set_action_delay(M07_char.brute_melee, "human shield grab", 30) -- Disallow grabbing human shields for 30 seconds
                                                                      • m07.lua, line 3243: ai_set_action_delay(M07_char.oleg, "move chase", 0) -- Allow chase now
                                                                      • m07.lua, line 3244: ai_set_action_delay(M07_char.oleg, "brute bull rush", 0) -- Allow bull rush now
                                                                      • m07.lua, line 3245: ai_set_action_delay(M07_char.oleg, "brute attack brute", 0) -- Allow brute on brute now
                                                                      • m07.lua, line 3248: ai_set_action_delay(M07_char.brute_melee, "move chase", 0) -- Allow chase now
                                                                      • m07.lua, line 3249: ai_set_action_delay(M07_char.brute_melee, "brute bull rush", 0) -- Allow bull rush now
                                                                      • m07.lua, line 3250: ai_set_action_delay(M07_char.brute_melee, "brute attack brute", 0) -- Allow brute on brute now
                                                                      • m10.lua, line 1879: ai_set_action_delay(char, "throw grenade", 9999)
                                                                      • m10.lua, line 2251: -- ai_set_action_delay(M10_groups.oleg_vtol.driver, "throw grenade", 9999)
                                                                      • m10.lua, line 2329: ai_set_action_delay(M10_groups.oleg_vtol.driver, "fire", 20000)
                                                                      • m10.lua, line 3483: ai_set_action_delay(vehicle_table.chars[1], "throw grenade", 9999)
                                                                      • m10.lua, line 3669: ai_set_action_delay(vtol_table.chars[1], "throw grenade", 9999)
                                                                      • m13.lua, line 2196: ai_set_action_delay(driver, "throw grenade", 9999)
                                                                      • m13.lua, line 3653: ai_set_action_delay( vehicle_get_driver( group.vehicle ), "throw grenade", 99999 )
                                                                      • m16.lua, line 3446: ai_set_action_delay(M16_characters.matt, "avatar fireballs", 1.0)
                                                                      • m18.lua, line 1521: ai_set_action_delay(grunt, "throw grenade", 9999)
                                                                      • m18.lua, line 3191: ai_set_action_delay(diver_table.name, "fire", rand_float(1.0, 6.0))
                                                                      ai_set_in_scripted_cover true
                                                                        3
                                                                        ai_set_personality true
                                                                          15
                                                                          ai_suggest_action true
                                                                            5
                                                                            ambient_cop_spawn_enable true
                                                                              2
                                                                              ambient_gang_spawn_enable true
                                                                                2
                                                                                argument_unwrapper true 1 1
                                                                                assert_msg true
                                                                                  5
                                                                                  assert_screen_is_faded_out true
                                                                                    1
                                                                                    • game_lib.lua, line 2942: assert_screen_is_faded_out() -- Assert that the screen is completely faded out at this point - mission responsibility.
                                                                                    attack true
                                                                                      1
                                                                                      attack_closest_player true 1
                                                                                        attack_safe true 1 1
                                                                                        audio_ambient_emitter_pause true
                                                                                          4
                                                                                          audio_ambient_emitter_resume true
                                                                                            4
                                                                                            audio_ambient_emitter_start true
                                                                                              41
                                                                                              audio_ambient_emitter_stop true
                                                                                                45
                                                                                                audio_any_conversation_playing true
                                                                                                  2
                                                                                                  audio_conversation_end true
                                                                                                    68
                                                                                                    audio_conversation_load true 1 125
                                                                                                    • _a_ga_dt_03.lua, line 777: local convo_handle = audio_conversation_load("_A_GA_DT_03_Cross_Bridge")
                                                                                                    • _a_ga_nw_01.lua, line 1165: _A_GA_NW_01_convo.kinzie_picked_up.handle = audio_conversation_load(_A_GA_NW_01_convo.kinzie_picked_up.name)
                                                                                                    • _a_ga_nw_01.lua, line 1239: _A_GA_NW_01_convo.enemy_heli.handle = audio_conversation_load(_A_GA_NW_01_convo.enemy_heli.name)
                                                                                                    • dlc2_m01.lua, line 4589: Dlc2_m01_dialog_queue.playing.dialog_handle = audio_conversation_load(dialog_table.name)
                                                                                                    • dlc2_m02.lua, line 1789: convo.convo_handle = audio_conversation_load( convo.convo_name )
                                                                                                    • dlc2_m03.lua, line 1975: convo_table.handle = audio_conversation_load(convo_table.name)
                                                                                                    • m01.lua, line 1741: M01_convo.swat_on_way.handle = audio_conversation_load(M01_convo.swat_on_way.name)
                                                                                                    • m01.lua, line 1776: --M01_convo.set_explosives.handle = audio_conversation_load(M01_convo.set_explosives.name)
                                                                                                    • m01.lua, line 1777: M01_convo.attack_chopper.handle = audio_conversation_load(M01_convo.attack_chopper.name)
                                                                                                    • m01.lua, line 1853: M01_convo.swat_chit_chat.handle = audio_conversation_load(M01_convo.swat_chit_chat.name)
                                                                                                    • m01.lua, line 3612: M01_convo.sign_autograph.handle = audio_conversation_load(M01_convo.sign_autograph.name)
                                                                                                    • m01.lua, line 4075: M01_convo.gat_interrogate.handle = audio_conversation_load(M01_convo.gat_interrogate.name)
                                                                                                    • m01.lua, line 4076: M01_convo.gat_interrogate2.handle = audio_conversation_load(M01_convo.gat_interrogate2.name)
                                                                                                    • m01.lua, line 4171: M01_convo.look_for_vault.handle = audio_conversation_load(M01_convo.look_for_vault.name)
                                                                                                    • m01.lua, line 4234: M01_convo.morningstar.handle = audio_conversation_load(M01_convo.morningstar.name)
                                                                                                    • m01.lua, line 4395: M01_convo.hooked_up.handle = audio_conversation_load(M01_convo.hooked_up.name)
                                                                                                    • m01.lua, line 4409: M01_convo.heli_rising.handle = audio_conversation_load(M01_convo.heli_rising.name)
                                                                                                    • m01.lua, line 4410: --M01_convo.heli_jerk_back.handle = audio_conversation_load(M01_convo.heli_jerk_back.name)
                                                                                                    • m01.lua, line 4422: M01_convo.heli_not_leaving.handle = audio_conversation_load(M01_convo.heli_not_leaving.name)
                                                                                                    • m01.lua, line 4432: M01_convo.heli_drag_vault.handle = audio_conversation_load(M01_convo.heli_drag_vault.name)
                                                                                                    • m01.lua, line 4444: M01_convo.heli_near_collision.handle = audio_conversation_load(M01_convo.heli_near_collision.name)
                                                                                                    • m01.lua, line 4456: M01_convo.vault_tipped.handle = audio_conversation_load(M01_convo.vault_tipped.name)
                                                                                                    • m01.lua, line 5498: M01_convo.berate_josh.handle = audio_conversation_load(M01_convo.berate_josh.name)
                                                                                                    • m02.lua, line 3145: M02_runtime.convo_queue.playing.conv_handle = audio_conversation_load(convo_table.name)
                                                                                                    • m03.lua, line 2198: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m04.lua, line 300: --M04_convo.mission_start.handle = audio_conversation_load(M04_convo.mission_start.name)
                                                                                                    • m04.lua, line 345: -- M04_convo.go_to_ps.handle = audio_conversation_load(M04_convo.go_to_ps.name)
                                                                                                    • m04.lua, line 613: M04_convo.go_to_ps.handle = audio_conversation_load(M04_convo.go_to_ps.name)
                                                                                                    • m04.lua, line 826: M04_convo.escape.handle = audio_conversation_load(M04_convo.escape.name)
                                                                                                    • m04.lua, line 929: M04_convo.drive_to_rj.handle = audio_conversation_load(M04_convo.drive_to_rj.name)
                                                                                                    • m04.lua, line 930: M04_convo.drive_to_ps.handle = audio_conversation_load(M04_convo.drive_to_ps.name)
                                                                                                    • m04.lua, line 952: M04_convo.wtf.handle = audio_conversation_load(M04_convo.wtf.name)
                                                                                                    • m04.lua, line 987: M04_convo.sing_intro.handle = audio_conversation_load(M04_convo.sing_intro.name)
                                                                                                    • m04.lua, line 1436: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m05.lua, line 1174: --M05_conv.land.handle = audio_conversation_load(M05_conv.land.name)
                                                                                                    • m05.lua, line 1347: M05_conv.elevator.handle = audio_conversation_load(M05_conv.elevator.name)
                                                                                                    • m05.lua, line 1413: M05_conv.clear_out.handle = audio_conversation_load(M05_conv.clear_out.name)
                                                                                                    • m05.lua, line 1452: M05_conv.explosive.handle = audio_conversation_load(M05_conv.explosive.name)
                                                                                                    • m05.lua, line 1530: M05_conv.escape.handle = audio_conversation_load(M05_conv.escape.name)
                                                                                                    • m05.lua, line 1653: --M05_conv.chase.handle = audio_conversation_load(M05_conv.chase.name)
                                                                                                    • m06.lua, line 1472: M06_convo.oleg.handle = audio_conversation_load(M06_convo.oleg.name)
                                                                                                    • m06.lua, line 1537: M06_convo.ball_start.handle = audio_conversation_load(M06_convo.ball_start.name)
                                                                                                    • m06.lua, line 2310: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m06.lua, line 2852: M06_convo.elevator.handle = audio_conversation_load(M06_convo.elevator.name)
                                                                                                    • m06.lua, line 2869: M06_convo.clone2.handle = audio_conversation_load(M06_convo.clone2.name)
                                                                                                    • m06.lua, line 2879: M06_convo.clone3.handle = audio_conversation_load(M06_convo.clone3.name)
                                                                                                    • m07.lua, line 1217: M07_convo.mission_start.handle = audio_conversation_load(M07_convo.mission_start.name)
                                                                                                    • m07.lua, line 1307: M07_convo.encounter_deckers.handle = audio_conversation_load(M07_convo.encounter_deckers.name)
                                                                                                    • m07.lua, line 1441: M07_convo.drive_bdsm.handle = audio_conversation_load(M07_convo.drive_bdsm.name)
                                                                                                    • m07.lua, line 1593: M07_convo.enter_bdsm.handle = audio_conversation_load(M07_convo.enter_bdsm.name)
                                                                                                    • m07.lua, line 1698: M07_convo.pony_barn.handle = audio_conversation_load(M07_convo.pony_barn.name)
                                                                                                    • m07.lua, line 1860: M07_convo.pony_2.handle = audio_conversation_load(M07_convo.pony_2.name)
                                                                                                    • m07.lua, line 1993: --M07_convo.kinzie_call.handle = audio_conversation_load(M07_convo.kinzie_call.name)
                                                                                                    • m07.lua, line 2012: M07_convo.rescue_zimos.handle = audio_conversation_load(M07_convo.rescue_zimos.name)
                                                                                                    • m07.lua, line 2024: M07_convo.mount_rescue.handle = audio_conversation_load(M07_convo.mount_rescue.name)
                                                                                                    • m07.lua, line 2109: M07_convo.zimos_bitch.handle = audio_conversation_load(M07_convo.zimos_bitch.name)
                                                                                                    • m07.lua, line 2140: --M07_convo.oleg_arrives.handle = audio_conversation_load(M07_convo.oleg_arrives.name)
                                                                                                    • m07.lua, line 2321: --M07_convo.angel_talk.handle = audio_conversation_load(M07_convo.angel_talk.name)
                                                                                                    • m07.lua, line 2333: M07_convo.pickup_minigun.handle = audio_conversation_load(M07_convo.pickup_minigun.name)
                                                                                                    • m07.lua, line 2443: --M07_convo.brutes_dead.handle = audio_conversation_load(M07_convo.brutes_dead.name)
                                                                                                    • m07.lua, line 3198: --M07_convo.kinzie_nag.handle = audio_conversation_load(M07_convo.kinzie_nag.name)
                                                                                                    • m07.lua, line 3269: M07_convo.brute_minigun.handle = audio_conversation_load(M07_convo.brute_minigun.name)
                                                                                                    • m08.lua, line 722: M08_conv.survive.handle = audio_conversation_load(M08_conv.survive.name)
                                                                                                    • m08.lua, line 800: M08_conv.pierce.handle = audio_conversation_load(M08_conv.pierce.name)
                                                                                                    • m08.lua, line 836: M08_conv.bar.handle = audio_conversation_load(M08_conv.bar.name)
                                                                                                    • m08.lua, line 847: M08_conv.no_power.handle = audio_conversation_load(M08_conv.no_power.name)
                                                                                                    • m08.lua, line 902: M08_conv.snipers.handle = audio_conversation_load(M08_conv.snipers.name)
                                                                                                    • m08.lua, line 1013: M08_conv.fix_power.handle = audio_conversation_load(M08_conv.fix_power.name)
                                                                                                    • m09.lua, line 4470: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m10.lua, line 2918: convo_table.handle = audio_conversation_load(convo_table.name)
                                                                                                    • m11.lua, line 762: M11_conv.convoy_start.handle = audio_conversation_load(M11_conv.convoy_start.name)
                                                                                                    • m11.lua, line 809: M11_conv.call_plane.handle = audio_conversation_load(M11_conv.call_plane.name)
                                                                                                    • m11.lua, line 1274: --M11_conv.to_vtols.handle = audio_conversation_load(M11_conv.to_vtols.name)
                                                                                                    • m11.lua, line 1704: M11_conv.pierce_end.handle = audio_conversation_load(M11_conv.pierce_end.name)
                                                                                                    • m11.lua, line 1718: M11_conv.oleg_help.handle = audio_conversation_load(M11_conv.oleg_help.name)
                                                                                                    • m11.lua, line 1814: --M11_conv.oleg_arrive.handle = audio_conversation_load(M11_conv.oleg_arrive.name)
                                                                                                    • m11.lua, line 1881: M11_conv.reinforcements.handle = audio_conversation_load(M11_conv.reinforcements.name)
                                                                                                    • m11.lua, line 2643: M11_conv.kill_plane.handle = audio_conversation_load(M11_conv.kill_plane.name)
                                                                                                    • m11.lua, line 2901: M11_conv.awacs.handle = audio_conversation_load(M11_conv.awacs.name)
                                                                                                    • m11.lua, line 2924: M11_conv.killing_escorts.handle = audio_conversation_load(M11_conv.killing_escorts.name)
                                                                                                    • m12.lua, line 2572: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m13.lua, line 3270: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m14.lua, line 2455: convo.convo_handle = audio_conversation_load( convo.convo_name )
                                                                                                    • m15.lua, line 1479: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m15.lua, line 1507: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m16.lua, line 3056: convo_queue.playing.conv_handle = audio_conversation_load(convo_table.name)
                                                                                                    • m17.lua, line 1182: M17_conv.start.handle = audio_conversation_load(M17_conv.start.name)
                                                                                                    • m17.lua, line 1207: M17_conv.drive_1.handle = audio_conversation_load(M17_conv.drive_1.name)
                                                                                                    • m17.lua, line 1216: M17_conv.drive_2.handle = audio_conversation_load(M17_conv.drive_2.name)
                                                                                                    • m17.lua, line 1288: M17_conv.handcuffs.handle = audio_conversation_load(M17_conv.handcuffs.name)
                                                                                                    • m17.lua, line 1480: M17_conv.lead_the_way.handle = audio_conversation_load(M17_conv.lead_the_way.name)
                                                                                                    • m17.lua, line 1491: M17_conv.lead_the_way.handle = audio_conversation_load(M17_conv.lead_the_way.name)
                                                                                                    • m17.lua, line 1499: M17_conv.kia.handle = audio_conversation_load(M17_conv.kia.name)
                                                                                                    • m17.lua, line 1510: M17_conv.reward.handle = audio_conversation_load(M17_conv.reward.name)
                                                                                                    • m17.lua, line 1872: M17_conv.reactor.handle = audio_conversation_load(M17_conv.reactor.name)
                                                                                                    • m17.lua, line 1978: M17_conv.consoles.handle = audio_conversation_load(M17_conv.consoles.name)
                                                                                                    • m17.lua, line 2061: M17_conv.escape.handle = audio_conversation_load(M17_conv.escape.name)
                                                                                                    • m17.lua, line 2525: M17_conv.shaundi_thanks.handle = audio_conversation_load(M17_conv.shaundi_thanks.name)
                                                                                                    • m17.lua, line 2620: M17_conv.flash_bang.handle = audio_conversation_load(M17_conv.flash_bang.name)
                                                                                                    • m18.lua, line 3481: M18_runtime.convo_queue.playing.conv_handle = audio_conversation_load(convo_table.name)
                                                                                                    • m19.lua, line 2431: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • m20.lua, line 1967: convo.convo_handle = audio_conversation_load( convo.convo_name )
                                                                                                    • m21.lua, line 2598: dialog_queue.playing.dialog_handle = audio_conversation_load(dialog_table.name)
                                                                                                    • m22.lua, line 4473: conversation_table.handle = audio_conversation_load(conversation_table.name)
                                                                                                    • m23.lua, line 1609: M23_conversations.mission_start.handle = audio_conversation_load(M23_conversations.mission_start.name)
                                                                                                    • m23.lua, line 2341: M23_conversations.cyrus_start.handle = audio_conversation_load(M23_conversations.cyrus_start.name)
                                                                                                    • m23.lua, line 2618: M23_conversations.times_up.handle = audio_conversation_load(M23_conversations.times_up.name)
                                                                                                    • m24.lua, line 1246: conversation_table.handle = audio_conversation_load(conversation_table.name)
                                                                                                    • mm_m16_5.lua, line 84: MM_M16_5_convo.shaundi_call.handle = audio_conversation_load(MM_M16_5_convo.shaundi_call.name)
                                                                                                    • mm_m16_5.lua, line 95: MM_M16_5_convo.shaundi_call.handle = audio_conversation_load( MM_M16_5_convo.shaundi_call.name )
                                                                                                    • mm_p_01.lua, line 144: local mission_convo_handle = audio_conversation_load("mm_p_01_ga_drive_start") --("MM_P_01_GA_Drive_Start")
                                                                                                    • mm_p_03.lua, line 733: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • sh01.lua, line 1419: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • sh02.lua, line 3071: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • sh03.lua, line 2087: convo.handle = audio_conversation_load(convo.name)
                                                                                                    • sh03.lua, line 2098: convo1.handle = audio_conversation_load(convo1.name)
                                                                                                    • sh03.lua, line 2106: convo2.handle = audio_conversation_load(convo2.name)
                                                                                                    • sh03.lua, line 2114: convo3.handle = audio_conversation_load(convo3.name)
                                                                                                    • sh03.lua, line 2125: convo1.handle = audio_conversation_load(convo1.name)
                                                                                                    • sh03.lua, line 2134: convo2.handle = audio_conversation_load(convo2.name)
                                                                                                    • sh03.lua, line 2146: convo3.handle = audio_conversation_load(convo3.name)
                                                                                                    • sh04.lua, line 754: SH04_convo.fight2vault.handle = audio_conversation_load(SH04_convo.fight2vault.name)
                                                                                                    • sh04.lua, line 1599: --SH04_convo.angel_sees_mask.handle = audio_conversation_load(SH04_convo.angel_sees_mask.name)
                                                                                                    • sh04.lua, line 1600: --SH04_convo.angel_mask_is_fake.handle = audio_conversation_load(SH04_convo.angel_mask_is_fake.name)
                                                                                                    • sh04.lua, line 2272: sh04_queue[0].handle = audio_conversation_load(sh04_queue[0].name)
                                                                                                    audio_conversation_load_direct true
                                                                                                      35
                                                                                                      • dlc2_m01.lua, line 4592: Dlc2_m01_dialog_queue.playing.dialog_handle = audio_conversation_load_direct(dialog_table.name)
                                                                                                      • dlc2_m02.lua, line 1791: convo.convo_handle = audio_conversation_load_direct( convo.convo_name )
                                                                                                      • dlc2_m03.lua, line 1977: convo_table.handle = audio_conversation_load_direct(convo_table.name)
                                                                                                      • game_lib.lua, line 716: local handle = audio_conversation_load_direct(conversation_name .. "_" .. persona_trigger_get_player_prefix(LOCAL_PLAYER))
                                                                                                      • game_lib.lua, line 721: local handle = audio_conversation_load_direct(conversation_name .. "_" .. persona_trigger_get_player_prefix(player))
                                                                                                      • m01.lua, line 3609: M01_convo.more_guys.handle = audio_conversation_load_direct(M01_convo.more_guys.name)
                                                                                                      • m01.lua, line 4261: M01_convo.more_guys.handle = audio_conversation_load_direct(M01_convo.more_guys.name)
                                                                                                      • m01.lua, line 4276: M01_convo.josh_and_shaundi.handle = audio_conversation_load_direct(M01_convo.josh_and_shaundi.name)
                                                                                                      • m02.lua, line 3147: M02_runtime.convo_queue.playing.conv_handle = audio_conversation_load_direct(convo_table.name)
                                                                                                      • m03.lua, line 2196: convo.handle = audio_conversation_load_direct(convo.name)
                                                                                                      • m06.lua, line 1078: M06_convo.dock3.handle = audio_conversation_load_direct(M06_convo.dock3.name)
                                                                                                      • m06.lua, line 1219: M06_convo.bomb_set.handle = audio_conversation_load_direct(M06_convo.bomb_set.name)
                                                                                                      • m06.lua, line 1769: M06_convo.decision.handle = audio_conversation_load_direct(M06_convo.decision.name)
                                                                                                      • m07.lua, line 2636: M07_convo.untie_kinzie.handle = audio_conversation_load_direct(M07_convo.untie_kinzie.name)
                                                                                                      • m07.lua, line 3229: M07_convo.first_wave.handle = audio_conversation_load_direct(M07_convo.first_wave.name)
                                                                                                      • m07.lua, line 3255: M07_convo.brute_grapple.handle = audio_conversation_load_direct(M07_convo.brute_grapple.name)
                                                                                                      • m09.lua, line 4468: convo.handle = audio_conversation_load_direct(convo.name)
                                                                                                      • m10.lua, line 2920: convo_table.handle = audio_conversation_load_direct(convo_table.name)
                                                                                                      • m13.lua, line 3268: convo.handle = audio_conversation_load_direct(convo.name)
                                                                                                      • m14.lua, line 2457: convo.convo_handle = audio_conversation_load_direct( convo.convo_name )
                                                                                                      • m15.lua, line 1477: convo.handle = audio_conversation_load_direct(convo.name)
                                                                                                      • m16.lua, line 3058: convo_queue.playing.conv_handle = audio_conversation_load_direct(convo_table.name)
                                                                                                      • m17.lua, line 1279: M17_conv.flying.handle = audio_conversation_load_direct(M17_conv.flying.name)
                                                                                                      • m18.lua, line 3484: M18_runtime.convo_queue.playing.conv_handle = audio_conversation_load_direct(convo_table.name)
                                                                                                      • m20.lua, line 1969: convo.convo_handle = audio_conversation_load_direct( convo.convo_name )
                                                                                                      • m21.lua, line 2601: dialog_queue.playing.dialog_handle = audio_conversation_load_direct(dialog_table.name)
                                                                                                      • m22.lua, line 4471: conversation_table.handle = audio_conversation_load_direct(conversation_table.name)
                                                                                                      • m24.lua, line 1244: conversation_table.handle = audio_conversation_load_direct(conversation_table.name)
                                                                                                      • sh01.lua, line 412: --SH01_convo.mission_start.handle = audio_conversation_load_direct(SH01_convo.mission_start.name)
                                                                                                      • sh01.lua, line 452: -- SH01_convo.warehouse_brute.handle = audio_conversation_load_direct(SH01_convo.warehouse_brute.name)
                                                                                                      • sh01.lua, line 1417: convo.handle = audio_conversation_load_direct(convo.name)
                                                                                                      • sh02.lua, line 3069: convo.handle = audio_conversation_load_direct(convo.name)
                                                                                                      • sh04.lua, line 1359: SH04_convo.threaten_manager.handle = audio_conversation_load_direct(SH04_convo.threaten_manager.name)
                                                                                                      • sh04.lua, line 1438: SH04_convo.threaten_manager.handle = audio_conversation_load_direct(SH04_convo.threaten_manager.name)
                                                                                                      • sh04.lua, line 2270: sh04_queue[0].handle = audio_conversation_load_direct(sh04_queue[0].name)
                                                                                                      audio_conversation_load_player true 1 10
                                                                                                      • dlc2_m01.lua, line 4587: Dlc2_m01_dialog_queue.playing.dialog_handle = audio_conversation_load_player(dialog_table.name, dialog_table.player)
                                                                                                      • dlc2_m02.lua, line 1787: convo.convo_handle = audio_conversation_load_player( convo.convo_name, convo.coop_player )
                                                                                                      • m05.lua, line 976: conv.handle = audio_conversation_load_player(conv.name, char)
                                                                                                      • m07.lua, line 1329: M07_convo.kinzie_door.handle = audio_conversation_load_player(M07_convo.kinzie_door.name, M07_status.player_for_convo)
                                                                                                      • m07.lua, line 2759: M07_convo.int_1_2.handle = audio_conversation_load_player(M07_convo.int_1_2.name, char)
                                                                                                      • m07.lua, line 2782: M07_convo.int_2_2.handle = audio_conversation_load_player(M07_convo.int_2_2.name, char)
                                                                                                      • m07.lua, line 2867: M07_convo.interrogate.handle = audio_conversation_load_player(M07_convo.interrogate.name, char)
                                                                                                      • m14.lua, line 2453: convo.convo_handle = audio_conversation_load_player( convo.convo_name, convo.coop_player )
                                                                                                      • m18.lua, line 3479: M18_runtime.convo_queue.playing.conv_handle = audio_conversation_load_player(convo_table.name, convo_table.player)
                                                                                                      • m21.lua, line 2596: dialog_queue.playing.dialog_handle = audio_conversation_load_player(dialog_table.name, dialog_table.player)
                                                                                                      audio_conversation_play true
                                                                                                        137
                                                                                                        audio_conversation_playing true
                                                                                                          13
                                                                                                          • dlc2_m03.lua, line 1984: while audio_conversation_playing(convo_table.handle) and (not thread_check_done(convo_table.timer_thread)) do
                                                                                                          • game_lib.lua, line 726: while audio_conversation_playing(handle) do
                                                                                                          • m06.lua, line 1499: if audio_conversation_playing(M06_convo.oleg.handle) then
                                                                                                          • m06.lua, line 2313: while audio_conversation_playing(convo.handle) and (not M06_trigger.dock.hit) do
                                                                                                          • m06.lua, line 2316: if audio_conversation_playing(convo.handle) then
                                                                                                          • m07.lua, line 2626: while audio_conversation_playing(M07_convo.kinzie_door.handle) and thread_check_done(M07_thread.delay_thread) == false do
                                                                                                          • m07.lua, line 2643: while audio_conversation_playing(M07_convo.untie_kinzie.handle) and thread_check_done(M07_thread.delay_thread) == false do
                                                                                                          • m11.lua, line 2912: if not audio_conversation_playing(M11_conv.awacs.handle) then
                                                                                                          • m11.lua, line 2935: if not audio_conversation_playing(M11_conv.killing_escorts.handle) then
                                                                                                          • m14.lua, line 1696: while audio_conversation_playing(convo_handle) and thread_check_done(M14_thread.audio_failsafe) == false do
                                                                                                          • m22.lua, line 4492: while audio_conversation_playing(conversation_table.handle) and thread_check_done(M22_threads.audio_failsafe) == false do
                                                                                                          • m23.lua, line 2481: while audio_conversation_playing(M23_conversations.cyrus_start.handle) do
                                                                                                          • sh02.lua, line 3088: if audio_conversation_playing(convo.handle) then
                                                                                                          audio_conversation_wait_for_end true 1 127
                                                                                                          audio_is_playing true
                                                                                                            24
                                                                                                            audio_persona_line_playing true
                                                                                                              18
                                                                                                              • dlc2_m02.lua, line 1766: while audio_persona_line_playing( convo.persona_3d_params[ 1 ] ) == true do
                                                                                                              • dlc2_m03.lua, line 1959: -- while audio_persona_line_playing(convo_table.speaker_name) and (not thread_check_done(convo_table.timer_thread)) do
                                                                                                              • m01.lua, line 1821: while audio_persona_line_playing(M01_gat) and (not thread_check_done(M01_thread.line_timer)) do
                                                                                                              • m01.lua, line 1881: while audio_persona_line_playing(M01_gat) and (not thread_check_done(M01_thread.line_timer)) do
                                                                                                              • m01.lua, line 4484: while audio_persona_line_playing(LOCAL_PLAYER) do
                                                                                                              • m03.lua, line 1295: while audio_persona_line_playing(M03_char.shaundi) do
                                                                                                              • m09.lua, line 2874: while audio_persona_line_playing(char) and thread_check_done(M09_failsafe_thread) == false do
                                                                                                              • m09.lua, line 4455: while audio_persona_line_playing(convo.name.character) and not thread_check_done(M09_line_failsafe_thread) do
                                                                                                              • m14.lua, line 1723: while audio_persona_line_playing(human_name) and thread_check_done(M14_thread.audio_failsafe) == false do
                                                                                                              • m17.lua, line 2487: while audio_persona_line_playing(M17_group.captive_homies.viola) and not thread_check_done(M17_threads.convo_failsafe) do
                                                                                                              • m17.lua, line 2532: while audio_persona_line_playing(M17_group.captive_homies.viola) and not thread_check_done(M17_threads.convo_failsafe) do
                                                                                                              • m17.lua, line 2536: while audio_persona_line_playing(M17_group.captive_homies.pierce) and not thread_check_done(M17_threads.convo_failsafe) do
                                                                                                              • m17.lua, line 2578: while audio_persona_line_playing(M17_group.captive_homies.pierce) and not thread_check_done(M17_threads.convo_failsafe) do
                                                                                                              • m20.lua, line 1932: while audio_persona_line_playing( convo.persona_3d_params[ 1 ] ) == true do
                                                                                                              • m22.lua, line 2187: while audio_persona_line_playing(M22_groups.Oleg_and_Pierce.pierce) do
                                                                                                              • m22.lua, line 2198: while audio_persona_line_playing(M22_groups.Oleg_and_Pierce.oleg) do
                                                                                                              • sh02.lua, line 2984: return (audio_persona_line_playing(LOCAL_PLAYER)
                                                                                                              • sh02.lua, line 2985: or audio_persona_line_playing(sh02_zimos))
                                                                                                              audio_persona_load_2d true
                                                                                                                54
                                                                                                                • dlc2_m01.lua, line 1362: persona.persona_id = audio_persona_load_2d(persona.name)
                                                                                                                • dlc2_m02.lua, line 1577: Dlc2_m02_status.personas[ "PAK2_Kwilanna" ] = audio_persona_load_2d( "PAK2_Kwilanna" )
                                                                                                                • dlc2_m02.lua, line 1578: Dlc2_m02_status.personas[ "PAK2_Director" ] = audio_persona_load_2d( "PAK2_Director" )
                                                                                                                • dlc2_m02.lua, line 1755: convo.persona_handles[ i ] = audio_persona_load_2d( persona )
                                                                                                                • dlc2_m03.lua, line 2317: persona.handle = audio_persona_load_2d(persona.name)
                                                                                                                • m02.lua, line 1247: M02_personas.gat.persona_id = audio_persona_load_2d(M02_personas.gat.name)
                                                                                                                • m02.lua, line 1248: M02_personas.phillipe.persona_id = audio_persona_load_2d(M02_personas.phillipe.name)
                                                                                                                • m02.lua, line 1249: M02_personas.mstar_wm_01.persona_id = audio_persona_load_2d(M02_personas.mstar_wm_01.name)
                                                                                                                • m02.lua, line 1250: M02_personas.mstar_wm_02.persona_id = audio_persona_load_2d(M02_personas.mstar_wm_02.name)
                                                                                                                • m02.lua, line 1251: M02_personas.interrogation.persona_id = audio_persona_load_2d(M02_personas.interrogation.name)
                                                                                                                • m03.lua, line 2342: persona_data.persona_id = audio_persona_load_2d(persona_data.persona_name)
                                                                                                                • m05.lua, line 1173: M05_persona.shaundi.id = audio_persona_load_2d(M05_persona.shaundi.name)
                                                                                                                • m05.lua, line 1634: M05_persona.shaundi.id = audio_persona_load_2d(M05_persona.shaundi.name)
                                                                                                                • m06.lua, line 1288: M06_convo.elevator.phillipe_persona_id = audio_persona_load_2d("Phillipe")
                                                                                                                • m07.lua, line 1428: M07_convo.kinzie_thanks.kinzie_persona_id = audio_persona_load_2d(M07_convo.kinzie_thanks.kinzie_persona_name)
                                                                                                                • m07.lua, line 1992: M07_convo.kinzie_call.kinzie_persona_id = audio_persona_load_2d(M07_convo.kinzie_call.kinzie_persona_name)
                                                                                                                • m07.lua, line 3197: M07_convo.kinzie_nag.kinzie_persona_id = audio_persona_load_2d(M07_convo.kinzie_nag.kinzie_persona_name)
                                                                                                                • m08.lua, line 1038: M08_persona.oleg.id = audio_persona_load_2d(M08_persona.oleg.name)
                                                                                                                • m09.lua, line 4548: persona.handle = audio_persona_load_2d(persona.name)
                                                                                                                • m10.lua, line 1317: M10_personas.interrogation.persona_id = audio_persona_load_2d(M10_personas.interrogation.name)
                                                                                                                • m10.lua, line 2854: M10_personas.shaundi.persona_id = audio_persona_load_2d(M10_personas.shaundi.name)
                                                                                                                • m11.lua, line 1078: persona.handle = audio_persona_load_2d(persona.name)
                                                                                                                • m12.lua, line 2646: persona.handle = audio_persona_load_2d(persona.name)
                                                                                                                • m13.lua, line 3355: persona.handle = audio_persona_load_2d(persona.name)
                                                                                                                • m14.lua, line 1761: persona.handle = audio_persona_load_2d( persona.name )
                                                                                                                • m14.lua, line 2424: convo.persona_handles[ i ] = audio_persona_load_2d( persona )
                                                                                                                • m15.lua, line 1104: persona.handle = audio_persona_load_2d(persona.name)
                                                                                                                • m16.lua, line 2755: M16_personas.kinzie.persona_id = audio_persona_load_2d(M16_personas.kinzie.name)
                                                                                                                • m16.lua, line 2756: M16_personas.matt.persona_id = audio_persona_load_2d(M16_personas.matt.name)
                                                                                                                • m17.lua, line 681: M17_personas.cyrus.id = audio_persona_load_2d(M17_personas.cyrus.name)
                                                                                                                • m17.lua, line 712: --M17_personas.computer.id = audio_persona_load_2d(M17_personas.computer.name)
                                                                                                                • m17.lua, line 1642: M17_personas.kia.id = audio_persona_load_2d(M17_personas.kia.name)
                                                                                                                • m18.lua, line 1284: M18_personas.viola.persona_id = audio_persona_load_2d(M18_personas.viola.name)
                                                                                                                • m19.lua, line 2506: persona.handle = audio_persona_load_2d(persona.name)
                                                                                                                • m20.lua, line 1919: convo.persona_handles[ i ] = audio_persona_load_2d( persona )
                                                                                                                • m21.lua, line 937: M21_personas.bobby.persona_id = audio_persona_load_2d(M21_personas.bobby.name)
                                                                                                                • m21.lua, line 938: M21_personas.zach.persona_id = audio_persona_load_2d(M21_personas.zach.name)
                                                                                                                • m22.lua, line 3402: M22_personas.kinzie.persona_id = audio_persona_load_2d(M22_personas.kinzie.name)
                                                                                                                • m22.lua, line 3403: M22_personas.kia.persona_id = audio_persona_load_2d(M22_personas.kia.name)
                                                                                                                • m22.lua, line 3404: M22_personas.angel.persona_id = audio_persona_load_2d(M22_personas.angel.name)
                                                                                                                • m23.lua, line 1160: persona.persona_id = audio_persona_load_2d(persona.name)
                                                                                                                • m24.lua, line 1287: M24_personas.kinzie.persona_id = audio_persona_load_2d(M24_personas.kinzie.name)
                                                                                                                • mm_a_05.lua, line 111: MM_A_05_convo.angel_call.persona_id = audio_persona_load_2d( MM_A_05_convo.angel_call.angel_persona_name)
                                                                                                                • mm_k_06.lua, line 110: MM_K_06_convo.kinzie_call.persona_id = audio_persona_load_2d( MM_K_06_convo.kinzie_call.kinzie_persona_name)
                                                                                                                • mm_m16_5.lua, line 82: audio_persona_load_2d( MM_M16_5_convo.shaundi_call.shaundi_persona_name)
                                                                                                                • mm_m16_5.lua, line 92: MM_M16_5_convo.shaundi_call.kinzie_persona_id = audio_persona_load_2d( MM_M16_5_convo.shaundi_call.shaundi_persona_name )
                                                                                                                • mm_m16_5.lua, line 94: MM_M16_5_convo.shaundi_call.kinzie_persona_id = audio_persona_load_2d( MM_M16_5_convo.shaundi_call.shaundi_persona_name )
                                                                                                                • mm_p_01.lua, line 143: audio_persona_load_2d("Pierce")
                                                                                                                • mm_p_07.lua, line 110: MM_P_07_convo.pierce_call.persona_id = audio_persona_load_2d( MM_P_07_convo.pierce_call.pierce_persona_name)
                                                                                                                • mm_z_05.lua, line 91: MM_Z_05_convo.zimos_call.zimos_persona_id = audio_persona_load_2d( MM_Z_05_convo.zimos_call.zimos_persona_name)
                                                                                                                • sh03.lua, line 586: kinzie_id = audio_persona_load_2d("Kinzie")
                                                                                                                • sh03.lua, line 1147: kinzie_id = audio_persona_load_2d("Kinzie")
                                                                                                                • sh03.lua, line 1198: sh03_matt_id = audio_persona_load_2d("Matt")
                                                                                                                • sh04.lua, line 1144: SH04_group.casino_manager.id = audio_persona_load_2d("Interrogation") --persona for the manager's lines are in the interrogation persona
                                                                                                                audio_persona_remove_2d true
                                                                                                                  53
                                                                                                                  audio_play true 1 10
                                                                                                                  audio_play_conversation true 1 1
                                                                                                                  audio_play_conversation_in_vehicle true 1
                                                                                                                    audio_play_delayed true 1
                                                                                                                      audio_play_delayed_thread true 1
                                                                                                                        audio_play_do true
                                                                                                                          1
                                                                                                                          audio_play_for_cellphone_force true 1
                                                                                                                            audio_play_for_character true 1 6
                                                                                                                            audio_play_for_character_do true
                                                                                                                              1
                                                                                                                              • game_lib.lua, line 919: local handle, play_time = audio_play_for_character_do(new_audio_name, human_name, type_name, blocking, variant, voice_distance, cellphone_line, ignore_fade)
                                                                                                                              audio_play_for_character_weapon true 1
                                                                                                                                audio_play_for_character_weapon_do true
                                                                                                                                  1
                                                                                                                                  audio_play_for_mission_cellphone true
                                                                                                                                    23
                                                                                                                                    • dlc2_m03.lua, line 1966: audio_play_for_mission_cellphone(convo_table.name, convo_table.receiving_call, auto_answer, "", "dlc2_m03_call_ended_cb")
                                                                                                                                    • m03.lua, line 1202: audio_play_for_mission_cellphone(M03_convo.phillipe_call.name, true, true, nil, "m03_call_complete_cb", M03_convo.phillipe_call.persona_id)
                                                                                                                                    • m05.lua, line 1178: audio_play_for_mission_cellphone(M05_conv.land.name, false, true, "", "m05_land_call_finished_cb")
                                                                                                                                    • m05.lua, line 1635: audio_play_for_mission_cellphone(M05_conv.early_chase.name, false, true, "", "")
                                                                                                                                    • m05.lua, line 1655: audio_play_for_mission_cellphone(M05_conv.chase.name, true, true, "", "")
                                                                                                                                    • m05.lua, line 1695: audio_play_for_mission_cellphone(M05_conv.shaundi_color.name, false, true, "", "m05_color_call_finished_cb")
                                                                                                                                    • m07.lua, line 1432: audio_play_for_mission_cellphone(M07_convo.kinzie_thanks.name, true, true, "", "m07_finish_phonecall")
                                                                                                                                    • m07.lua, line 1997: audio_play_for_mission_cellphone(M07_convo.kinzie_call.name, true, true, "", "m07_finish_phonecall")
                                                                                                                                    • m07.lua, line 3204: audio_play_for_mission_cellphone(M07_convo.kinzie_nag.name, true, true, "", "m07_finish_phonecall")
                                                                                                                                    • m08.lua, line 1076: audio_play_for_mission_cellphone( convo, recieving, true, "", "m08_cellphone_call_cb", persona )
                                                                                                                                    • m09.lua, line 4426: audio_play_for_mission_cellphone(convo.name, convo.cell_receive == true, true, "", "m09_cell_call_ended", m09_get_persona_handle(convo))
                                                                                                                                    • m10.lua, line 2613: audio_play_for_mission_cellphone(M10_convo.city_update.name , true, true, "", "m10_finish_phonecall_cb")
                                                                                                                                    • m11.lua, line 1950: audio_play_for_mission_cellphone(conv_name, receiving_call, true, "", "m11_cell_convo_finished", persona_override_id)
                                                                                                                                    • m13.lua, line 4186: audio_play_for_mission_cellphone( convo, recieving, true, "", "m13_cellphone_call_cb", persona )
                                                                                                                                    • m14.lua, line 2262: audio_play_for_mission_cellphone( convo, recieving, true, "", "m14_cellphone_call_cb", persona )
                                                                                                                                    • m15.lua, line 1499: audio_play_for_mission_cellphone(convo.name, receiving_call, auto_answer, "", "m15_call_ended_cb")
                                                                                                                                    • m19.lua, line 2425: audio_play_for_mission_cellphone(convo.name , convo.recieveing , true, "", "m19_finish_phonecall_cb")
                                                                                                                                    • m22.lua, line 3063: audio_play_for_mission_cellphone(conv_name, receiving_call, true, "", "m22_cell_convo_finished", persona_override_id)
                                                                                                                                    • m23.lua, line 1537: audio_play_for_mission_cellphone(conv_name, receiving_call, true, "", "m23_cell_convo_finished", persona_override_id)
                                                                                                                                    • mm_a_05.lua, line 114: audio_play_for_mission_cellphone( MM_A_05_convo.angel_call.name, true, true, "", "mm_a_05_end_call")
                                                                                                                                    • mm_k_06.lua, line 113: audio_play_for_mission_cellphone( MM_K_06_convo.kinzie_call.name, true, true, "", "mm_k_06_end_call")
                                                                                                                                    • mm_p_07.lua, line 113: audio_play_for_mission_cellphone( MM_P_07_convo.pierce_call.name, true, true, "", "mm_p_07_end_call")
                                                                                                                                    • mm_z_05.lua, line 94: audio_play_for_mission_cellphone( MM_Z_05_convo.zimos_call.name, true, true, "", "mm_z_05_end_call")
                                                                                                                                    audio_play_for_mover true 1
                                                                                                                                      audio_play_for_mover_do true
                                                                                                                                        1
                                                                                                                                        audio_play_for_navpoint true
                                                                                                                                          3
                                                                                                                                          • m06.lua, line 1292: audio_play_for_navpoint("M06_sfx_elevator_grind_halt", M06_elevator_noise)
                                                                                                                                          • m06.lua, line 2723: audio_play_for_navpoint("m06_sfx_oleg_smash_doors", M06_oleg_crash1_nav)
                                                                                                                                          • m06.lua, line 2730: audio_play_for_navpoint("m06_sfx_oleg_smash_doors", M06_oleg_crash2_nav)
                                                                                                                                          audio_play_id true 1
                                                                                                                                            audio_play_id_do true
                                                                                                                                              1
                                                                                                                                              audio_play_id_for_character true 1
                                                                                                                                                audio_play_id_for_character_do true
                                                                                                                                                  1
                                                                                                                                                  • game_lib.lua, line 1040: local handle = audio_play_id_for_character_do(human_name, audio_id, type, blocking, variant, voice_distance)
                                                                                                                                                  audio_play_id_for_navpoint true 1
                                                                                                                                                    audio_play_id_for_navpoint_do true
                                                                                                                                                      1
                                                                                                                                                      audio_play_persona_line true
                                                                                                                                                        229
                                                                                                                                                        audio_play_persona_line_2d true
                                                                                                                                                          54
                                                                                                                                                          • dlc2_m01.lua, line 4613: Dlc2_m01_dialog_queue.playing.dialog_handle = audio_play_persona_line_2d(persona_id, dialog_table.name)
                                                                                                                                                          • dlc2_m02.lua, line 1772: convo.audio_id = audio_play_persona_line_2d( convo.persona_handles[ 1 ], convo.persona_2d_params[ 1 ] )
                                                                                                                                                          • dlc2_m03.lua, line 1957: audio_play_persona_line_2d(dlc2_m03_get_persona_handle(convo_table), convo_table.name)
                                                                                                                                                          • m02.lua, line 1662: local audio_id = audio_play_persona_line_2d(M02_personas.gat.persona_id, M02_dialog_lines.gat_warning)
                                                                                                                                                          • m03.lua, line 2790: audio_play_persona_line_2d(chat.speaker.persona_id, chat.line)
                                                                                                                                                          • m09.lua, line 4595: return audio_play_persona_line_2d(m09_get_persona_handle(line), line.name)
                                                                                                                                                          • m10.lua, line 2046: audio_play_persona_line_2d(M10_personas.interrogation.persona_id, M10_dialog_lines.stag_bullhorn_vtol_01)
                                                                                                                                                          • m10.lua, line 2221: audio_play_persona_line_2d(M10_personas.interrogation.persona_id, M10_dialog_lines.stag_bullhorn_vtol_02)
                                                                                                                                                          • m10.lua, line 3522: audio_play_persona_line_2d(M10_personas.interrogation.persona_id, drop_off.dialog.line)
                                                                                                                                                          • m11.lua, line 806: audio_play_persona_line_2d(M11_personas.pierce.handle, M11_lines.roadblock_finish)
                                                                                                                                                          • m11.lua, line 1379: audio_play_persona_line_2d(M11_personas.kia.handle, M11_lines.after_takeoff1)
                                                                                                                                                          • m11.lua, line 1381: audio_play_persona_line_2d(M11_personas.stag_bm.handle, M11_lines.after_takeoff2)
                                                                                                                                                          • m11.lua, line 1407: audio_play_persona_line_2d(M11_personas.pierce.handle, M11_lines.roadblock_start)
                                                                                                                                                          • m11.lua, line 2501: audio_play_persona_line_2d(persona.handle, M11_lines.stag_chatter)
                                                                                                                                                          • m11.lua, line 2533: audio_play_persona_line_2d(M11_lines.random_lines.lines[play_line].persona.handle, M11_lines.random_lines.lines[play_line].name)
                                                                                                                                                          • m11.lua, line 2662: -- audio_play_persona_line_2d(M11_personas.pierce.handle, "M11_STAG_Attention_01")
                                                                                                                                                          • m11.lua, line 2666: -- audio_play_persona_line_2d(M11_personas.pierce.handle, "M11_STAG_Attention_02")
                                                                                                                                                          • m11.lua, line 2670: -- audio_play_persona_line_2d(M11_personas.pierce.handle, "M11_STAG_Attention_01")
                                                                                                                                                          • m12.lua, line 2679: audio_play_persona_line_2d(m12_get_persona_handle(line), line.name)
                                                                                                                                                          • m13.lua, line 3390: audio_play_persona_line_2d(m13_get_persona_handle(line), line.name)
                                                                                                                                                          • m14.lua, line 2435: convo.audio_id = audio_play_persona_line_2d( convo.speakers_2d[ 1 ].handle, convo.persona_2d_params[ 1 ] )
                                                                                                                                                          • m16.lua, line 3080: dialog_line_audio_id = audio_play_persona_line_2d(persona_id, line)
                                                                                                                                                          • m17.lua, line 1750: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_PA_Enter_Tank_Bay")
                                                                                                                                                          • m17.lua, line 1846: audio_play_persona_line_2d(M17_personas.kia.id, "M17_Kia_PA_First_Announcement")
                                                                                                                                                          • m17.lua, line 1851: audio_play_persona_line_2d(M17_personas.kia.id, "M17_PA_Attack_Player_Kia_01")
                                                                                                                                                          • m17.lua, line 1853: audio_play_persona_line_2d(M17_personas.kia.id, "M17_PA_Attack_Player_Kia_02")
                                                                                                                                                          • m17.lua, line 1855: audio_play_persona_line_2d(M17_personas.kia.id, "M17_PA_Attack_Player_Kia_03")
                                                                                                                                                          • m17.lua, line 2029: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_PA_After_Prisoner_Release")
                                                                                                                                                          • m17.lua, line 2032: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_PA_Attack_Player_Cyrus_01")
                                                                                                                                                          • m17.lua, line 2034: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_PA_Attack_Player_Cyrus_02")
                                                                                                                                                          • m17.lua, line 2036: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_PA_Attack_Player_Cyrus_03")
                                                                                                                                                          • m17.lua, line 2284: --audio_play_persona_line_2d(M17_personas.computer.id, "M17_Computer_Countdown_01")
                                                                                                                                                          • m17.lua, line 2294: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_Cyrus_Abandon_Ship_01")
                                                                                                                                                          • m17.lua, line 2301: -- audio_play_persona_line_2d(M17_personas.computer.id, "M17_Computer_Countdown_02")
                                                                                                                                                          • m17.lua, line 2307: -- audio_play_persona_line_2d(M17_personas.computer.id, "M17_Computer_Countdown_03")
                                                                                                                                                          • m17.lua, line 2309: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_Cyrus_Abandon_Ship_02")
                                                                                                                                                          • m17.lua, line 2312: -- audio_play_persona_line_2d(M17_personas.computer.id, "M17_Computer_Countdown_04")
                                                                                                                                                          • m17.lua, line 2414: audio_play_persona_line_2d(M17_personas.cyrus.id, "M17_PA_Anti_Armor_On_Tanks")
                                                                                                                                                          • m18.lua, line 3494: M18_runtime.convo_queue.playing.conv_handle = audio_play_persona_line_2d(convo_table.character, convo_table.name)
                                                                                                                                                          • m19.lua, line 2548: audio_play_persona_line_2d(m19_get_persona_handle(line), line.name)
                                                                                                                                                          • m20.lua, line 1938: convo.audio_id = audio_play_persona_line_2d( convo.persona_handles[ 1 ], convo.persona_2d_params[ 1 ] )
                                                                                                                                                          • m21.lua, line 2622: dialog_queue.playing.dialog_handle = audio_play_persona_line_2d(persona_id, dialog_table.name)
                                                                                                                                                          • m22.lua, line 1403: local line_handle = audio_play_persona_line_2d(M22_personas.angel.persona_id, M22_dialog_lines.choice_call[1])
                                                                                                                                                          • m22.lua, line 2221: local line_handle = audio_play_persona_line_2d(M22_personas.angel.persona_id, M22_dialog_lines.choice_call[1])
                                                                                                                                                          • m23.lua, line 1618: local audio_id = audio_play_persona_line_2d(M23_personas.kinzie.persona_id, M23_dialog_lines.kinzie_phone_call)
                                                                                                                                                          • m23.lua, line 1624: audio_id = audio_play_persona_line_2d(M23_personas.angel.persona_id, M23_dialog_lines.angel_phone_call)
                                                                                                                                                          • m23.lua, line 3375: audio_play_persona_line_2d(M23_personas.interrogation.persona_id, M23_dialog_lines.abandon_ship)
                                                                                                                                                          • m23.lua, line 3377: audio_play_persona_line_2d(M23_personas.cyrus.persona_id, M23_dialog_lines.cyrus_taunts[M23_runtime.cyrus_taunt_idx])
                                                                                                                                                          • m23.lua, line 3404: audio_play_persona_line_2d(M23_personas.interrogation.persona_id, M23_dialog_lines.abandon_ship)
                                                                                                                                                          • m23.lua, line 3406: audio_play_persona_line_2d(M23_personas.cyrus.persona_id, M23_dialog_lines.cyrus_taunts[M23_runtime.cyrus_taunt_idx])
                                                                                                                                                          • m23.lua, line 3568: audio_play_persona_line_2d(M23_personas.cyrus.persona_id, M23_dialog_lines.cyrus_call_backup)
                                                                                                                                                          • m23.lua, line 3620: audio_play_persona_line_2d(M23_personas.interrogation.persona_id, M23_dialog_lines.abandon_ship)
                                                                                                                                                          • m23.lua, line 3622: audio_play_persona_line_2d(M23_personas.cyrus.persona_id, M23_dialog_lines.cyrus_taunts[M23_runtime.cyrus_taunt_idx])
                                                                                                                                                          • sh03.lua, line 1594: audio_play_persona_line_2d( sh03_matt_id, SH03_dialog_lines.matt_taunts[SH03_ROUTERS_TURNED_OFF] )
                                                                                                                                                          audio_remove_mission_cellphone true
                                                                                                                                                            27
                                                                                                                                                            audio_stop true
                                                                                                                                                              35
                                                                                                                                                              audio_suppress_ambient_player_lines true
                                                                                                                                                                2
                                                                                                                                                                autil_hud_mayhem_init true
                                                                                                                                                                  1
                                                                                                                                                                  autil_mashing_minigame_faded_out true
                                                                                                                                                                    1
                                                                                                                                                                    auto_pickup_disable true
                                                                                                                                                                      1
                                                                                                                                                                      auto_pickup_enable true
                                                                                                                                                                        2