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)
callback true
    5
    call_function_on_each_member true 17
      camera_end_look_through true
        11
        camera_look_through true 1 11
        camera_look_through_do true
          1
          camera_restrict_set_active true
            38
            camera_restrict_set_limits true
              21
              camera_restrict_target_object true
                28
                camera_script_disable true
                  2
                  camera_script_enable true
                    2
                    camera_shake_play true
                      15
                      camera_shake_play_looping true
                        11
                        • m01.lua, line 2031: camera_shake_play_looping(M01_vault_camera_shake)
                        • m02.lua, line 1241: camera_shake_play_looping(M02_tweak_values.plane_interior_camera_shake)
                        • m09.lua, line 1876: camera_shake_play_looping(M09_cargo_ship_camera_shake, M09_cargo_ship_camera_shake_amt)
                        • m09.lua, line 2975: camera_shake_play_looping(M09_cargo_ship_camera_shake, M09_cargo_ship_camera_shake_amt)
                        • m09.lua, line 3357: camera_shake_play_looping(M09_cargo_ship_camera_shake, M09_cargo_ship_camera_shake_amt)
                        • m18.lua, line 1539: camera_shake_play_looping("cargo_plane_interior", M18_tweak_values.escape_looping_cam_shake_amount)
                        • m18.lua, line 1547: camera_shake_play_looping(M18_tweak_values.ambient_plane_camera_shake, M18_tweak_values.ambient_plane_camera_shake_intensity)
                        • m18.lua, line 1939: camera_shake_play_looping("m18_plane_crash", M18_tweak_values.escape_looping_cam_shake_amount)
                        • m18.lua, line 2319: camera_shake_play_looping("cargo_plane_interior", M18_tweak_values.skydive_looping_cam_shake_amount)
                        • m23.lua, line 2678: camera_shake_play_looping("cargo_plane_interior", M23_tweak_values.fight_looping_cam_shake_amount)
                        • m23.lua, line 2771: camera_shake_play_looping("cargo_plane_interior", M23_tweak_values.escape_looping_cam_shake_amount)
                        camera_shake_stop true
                          11
                          cash_add true
                            10
                            cat_mouse_results_select true
                              3
                              cellphone_animate_start_do true
                                3
                                cellphone_animate_stop_do true
                                  2
                                  cellphone_choose_vehicle true
                                    3
                                    cellphone_dial true
                                      1
                                      cell_allow_camera true
                                        1
                                        cell_camera_enable true
                                          2
                                          cell_camera_is_enabled true
                                            1
                                            cell_cheats_activate_cheat true
                                              1
                                              cell_cheats_cancel_cheat true
                                                1
                                                cell_cheats_confirm_cheat true
                                                  1
                                                  cell_cheats_unlock_cheat true
                                                    1
                                                    cell_debug_all_enabled true
                                                      1
                                                      cell_is_closing true
                                                        1
                                                        cell_is_map_disabled true
                                                          1
                                                          cell_is_mission_complete true
                                                            3
                                                            cell_machinima_is_recording true
                                                              1
                                                              cell_music_menu_toggle_station true
                                                                1
                                                                cell_playlist_save_list true
                                                                  1
                                                                  cell_rewards_button_a true
                                                                    1
                                                                    Cell_transition_cb_func true
                                                                      1
                                                                      change_mission_enemy_team true
                                                                        7
                                                                        character_add_prop true
                                                                          10
                                                                          character_allow_ragdoll true
                                                                            70
                                                                            character_clear_combat_move true
                                                                              4
                                                                              character_collision_enable true
                                                                                14
                                                                                character_damage true
                                                                                  3
                                                                                  character_disable_human_downed_interactions true
                                                                                    5
                                                                                    character_disable_revival true
                                                                                      4
                                                                                      character_dont_regenerate true
                                                                                        4
                                                                                        character_evacuate_from_all_vehicles true
                                                                                          3
                                                                                          character_exists true
                                                                                            41
                                                                                            character_fake_revival_end true
                                                                                              2
                                                                                              character_fake_revival_start true
                                                                                                1
                                                                                                character_get_gender true
                                                                                                  3
                                                                                                  character_has_human_shield true
                                                                                                    4
                                                                                                    character_has_specific_human_shield true
                                                                                                      11
                                                                                                      • game_lib.lua, line 2898: return character_has_specific_human_shield( player, victim )
                                                                                                      • m05.lua, line 966: if character_has_specific_human_shield(LOCAL_PLAYER, target) then
                                                                                                      • m05.lua, line 968: elseif (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, target)) then
                                                                                                      • m05.lua, line 1208: while (character_has_specific_human_shield(LOCAL_PLAYER, M05_groups.targets.npcs[1]) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, M05_groups.targets.npcs[1]))) do
                                                                                                      • m05.lua, line 1208: while (character_has_specific_human_shield(LOCAL_PLAYER, M05_groups.targets.npcs[1]) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, M05_groups.targets.npcs[1]))) do
                                                                                                      • m05.lua, line 1821: while (character_has_specific_human_shield(LOCAL_PLAYER, target) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, target))) do
                                                                                                      • m05.lua, line 1821: while (character_has_specific_human_shield(LOCAL_PLAYER, target) or (M05_in_coop and character_has_specific_human_shield(REMOTE_PLAYER, target))) do
                                                                                                      • m12.lua, line 1351: if character_has_specific_human_shield(LOCAL_PLAYER, NPC_JOSH) then
                                                                                                      • m12.lua, line 1356: if character_has_specific_human_shield(REMOTE_PLAYER, NPC_JOSH) then
                                                                                                      • m12.lua, line 2384: while character_has_specific_human_shield(LOCAL_PLAYER, NPC_JOSH) do
                                                                                                      • sh04.lua, line 1330: while character_has_specific_human_shield(SH04_INTERROGATE_PLAYER, SH04_group.casino_manager.members) == false do
                                                                                                      character_hidden true
                                                                                                        2
                                                                                                        • m16.lua, line 2927: if (not character_is_dead(member) and not character_hidden(member)) then
                                                                                                        • m16.lua, line 3113: if (not character_is_in_vehicle(npc_name) and character_exists(npc_name) and not character_hidden(npc_name)) then
                                                                                                        character_hide true
                                                                                                          24
                                                                                                          character_ignite true
                                                                                                            5
                                                                                                            character_is_combat_ready true
                                                                                                              1
                                                                                                              character_is_dead true
                                                                                                                223
                                                                                                                character_is_in_a_driver_seat true
                                                                                                                  8
                                                                                                                  character_is_in_vehicle true
                                                                                                                    148
                                                                                                                    • _a_ga_dt_03.lua, line 850: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[1], _A_GA_DT_03_groups.chase1.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[2], _A_GA_DT_03_groups.chase1.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 850: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[1], _A_GA_DT_03_groups.chase1.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase1.chars[2], _A_GA_DT_03_groups.chase1.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 853: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[1], _A_GA_DT_03_groups.chase2.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[2], _A_GA_DT_03_groups.chase2.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 853: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[1], _A_GA_DT_03_groups.chase2.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase2.chars[2], _A_GA_DT_03_groups.chase2.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 883: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[1], _A_GA_DT_03_groups.chase3.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[2], _A_GA_DT_03_groups.chase3.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 883: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[1], _A_GA_DT_03_groups.chase3.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase3.chars[2], _A_GA_DT_03_groups.chase3.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 886: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[1], _A_GA_DT_03_groups.chase4.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[2], _A_GA_DT_03_groups.chase4.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 886: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[1], _A_GA_DT_03_groups.chase4.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase4.chars[2], _A_GA_DT_03_groups.chase4.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 927: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[1], _A_GA_DT_03_groups.chase5.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[2], _A_GA_DT_03_groups.chase5.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 927: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[1], _A_GA_DT_03_groups.chase5.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase5.chars[2], _A_GA_DT_03_groups.chase5.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 930: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[1], _A_GA_DT_03_groups.chase6.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[2], _A_GA_DT_03_groups.chase6.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 930: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[1], _A_GA_DT_03_groups.chase6.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase6.chars[2], _A_GA_DT_03_groups.chase6.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 933: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[1], _A_GA_DT_03_groups.chase7.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[2], _A_GA_DT_03_groups.chase7.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 933: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[1], _A_GA_DT_03_groups.chase7.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase7.chars[2], _A_GA_DT_03_groups.chase7.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 936: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[1], _A_GA_DT_03_groups.chase8.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[2], _A_GA_DT_03_groups.chase8.vehicle[1]))do
                                                                                                                    • _a_ga_dt_03.lua, line 936: -- while not (character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[1], _A_GA_DT_03_groups.chase8.vehicle[1]) and character_is_in_vehicle(_A_GA_DT_03_groups.chase8.chars[2], _A_GA_DT_03_groups.chase8.vehicle[1]))do
                                                                                                                    • dlc2_m01.lua, line 1764: if (character_is_in_vehicle(player, vehicle) == true) then
                                                                                                                    • dlc2_m01.lua, line 4227: if (character_is_in_vehicle(LOCAL_PLAYER, vehicle_name) == false) then
                                                                                                                    • dlc2_m01.lua, line 4254: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, vehicle_name) == false) then
                                                                                                                    • dlc2_m01.lua, line 4276: if (character_is_in_vehicle(LOCAL_PLAYER, vehicle_name) == false) then
                                                                                                                    • dlc2_m01.lua, line 4282: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, vehicle_name) == false) then
                                                                                                                    • dlc2_m01.lua, line 4328: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, vehicle_name) == true) then
                                                                                                                    • dlc2_m01.lua, line 4712: if (character_is_in_vehicle(Dlc2_m01_characters.kwilanna, Dlc2_m01_groups.armory_get_away_car.vehicle) == false) then
                                                                                                                    • dlc2_m01.lua, line 5106: if (character_is_in_vehicle(player_name) == true) then
                                                                                                                    • dlc2_m02.lua, line 1493: if character_is_in_vehicle( homie, Dlc2_m02_vehicles.saucer ) then
                                                                                                                    • dlc2_m02.lua, line 1496: if character_is_in_vehicle( LOCAL_PLAYER, Dlc2_m02_vehicles.saucer ) then
                                                                                                                    • dlc2_m02.lua, line 1498: if character_is_in_vehicle( REMOTE_PLAYER, Dlc2_m02_vehicles.saucer ) then
                                                                                                                    • game_lib.lua, line 797: and (not character_is_in_vehicle(speaking_character))
                                                                                                                    • game_lib.lua, line 852: while (not character_is_in_vehicle(speaking_character)) do
                                                                                                                    • game_lib.lua, line 2437: if (character_is_dead(name) or character_is_in_vehicle( name )) then
                                                                                                                    • game_lib.lua, line 2443: if (character_is_in_vehicle( name )) then
                                                                                                                    • game_lib.lua, line 2460: if (character_is_dead(name) or character_is_in_vehicle( name )) then
                                                                                                                    • game_lib.lua, line 2477: if (character_is_dead(name) or character_is_in_vehicle( name )) then
                                                                                                                    • m03.lua, line 1219: until (character_is_in_vehicle(LOCAL_PLAYER) or (coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER)))
                                                                                                                    • m03.lua, line 1219: until (character_is_in_vehicle(LOCAL_PLAYER) or (coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER)))
                                                                                                                    • m03.lua, line 1865: if character_is_in_vehicle(M03_char.shaundi) then
                                                                                                                    • m03.lua, line 1868: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m03.lua, line 1871: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
                                                                                                                    • m03.lua, line 1873: while character_is_in_vehicle(REMOTE_PLAYER) do
                                                                                                                    • m03.lua, line 1879: while character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(M03_char.shaundi) do
                                                                                                                    • m03.lua, line 1879: while character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(M03_char.shaundi) do
                                                                                                                    • m03.lua, line 3131: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m04.lua, line 317: if not (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) and not Mechanic_Reached then
                                                                                                                    • m04.lua, line 317: if not (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) and not Mechanic_Reached then
                                                                                                                    • m04.lua, line 331: if (character_is_in_vehicle(LOCAL_PLAYER)) then
                                                                                                                    • m04.lua, line 508: until (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER))
                                                                                                                    • m04.lua, line 508: until (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER))
                                                                                                                    • m04.lua, line 743: --while not (character_is_in_vehicle(M04_group.brute_001.members[1], M04_group.brute_001.vehicle))do
                                                                                                                    • m04.lua, line 932: while not(character_is_in_vehicle(LOCAL_PLAYER) and character_is_in_vehicle(M04_group.homies_001.members[1])) do
                                                                                                                    • m04.lua, line 949: while not(character_is_in_vehicle(LOCAL_PLAYER) and character_is_in_vehicle(M04_group.homies_001.members[1])) do
                                                                                                                    • m04.lua, line 988: while not (character_is_in_vehicle(LOCAL_PLAYER))do
                                                                                                                    • m05.lua, line 1746: if (human_name ~= nil) and ((not character_is_player(human_name)) and (not character_is_in_vehicle(human_name))) then
                                                                                                                    • m05.lua, line 2086: if (character_is_in_vehicle(LOCAL_PLAYER) or (M05_in_coop and character_is_in_vehicle(REMOTE_PLAYER))) then
                                                                                                                    • m05.lua, line 2086: if (character_is_in_vehicle(LOCAL_PLAYER) or (M05_in_coop and character_is_in_vehicle(REMOTE_PLAYER))) then
                                                                                                                    • m06.lua, line 2610: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m06.lua, line 2614: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
                                                                                                                    • m06.lua, line 2629: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m06.lua, line 2633: if coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER) then
                                                                                                                    • m07.lua, line 2676: if character_is_in_vehicle(char) then
                                                                                                                    • m07.lua, line 2842: if character_is_in_vehicle(char) then
                                                                                                                    • m09.lua, line 4654: if human == "" or human == nil or character_is_in_vehicle(human) == false then
                                                                                                                    • m09.lua, line 4671: if not character_is_in_vehicle(M09_Zimos) then
                                                                                                                    • m09.lua, line 4884: if not character_is_dead(baddie) and character_is_in_vehicle(baddie) then
                                                                                                                    • m09.lua, line 4896: while character_is_in_vehicle(baddie) do
                                                                                                                    • m09.lua, line 4927: if attacker.drive_boat_back and driver ~= nil and not character_is_dead(driver) and character_is_in_vehicle(driver) then
                                                                                                                    • m09.lua, line 5028: while (character_is_in_vehicle(soldier, attacker.heli_group.vehicle)) do
                                                                                                                    • m10.lua, line 3792: if (character_is_dead(char) == false and character_is_in_vehicle(char) == false) then
                                                                                                                    • m11.lua, line 2513: local in_vehicle = character_is_in_vehicle(LOCAL_PLAYER)
                                                                                                                    • m11.lua, line 2515: in_vehicle = character_is_in_vehicle(REMOTE_PLAYER)
                                                                                                                    • m12.lua, line 1098: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m12.lua, line 1108: if character_is_in_vehicle(REMOTE_PLAYER) then
                                                                                                                    • m12.lua, line 2369: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m12.lua, line 2514: while not character_is_in_vehicle(LOCAL_PLAYER) do
                                                                                                                    • m12.lua, line 2518: if not character_is_in_vehicle(NPC_JOSH) then
                                                                                                                    • m12.lua, line 2521: while character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(NPC_JOSH) do
                                                                                                                    • m12.lua, line 2521: while character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(NPC_JOSH) do
                                                                                                                    • m14.lua, line 629: local player_in_any_veh = character_is_in_vehicle( LOCAL_PLAYER )
                                                                                                                    • m14.lua, line 744: local_player_in_heli = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli )
                                                                                                                    • m14.lua, line 749: remote_player_in_heli = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli )
                                                                                                                    • m14.lua, line 906: local_player_in_heli = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli )
                                                                                                                    • m14.lua, line 911: remote_player_in_heli = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli )
                                                                                                                    • m14.lua, line 1631: local local_caught_kb = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli ) and get_dist( LOCAL_PLAYER, M14_vehicle.killbane_escape ) < 55
                                                                                                                    • m14.lua, line 1632: local remote_caught_kb = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli ) and get_dist( REMOTE_PLAYER, M14_vehicle.killbane_escape ) < 55
                                                                                                                    • m14.lua, line 1635: while character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli ) == false or get_dist( LOCAL_PLAYER, M14_vehicle.killbane_escape ) > 55 do
                                                                                                                    • m14.lua, line 1871: until (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli))
                                                                                                                    • m14.lua, line 1871: until (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli))
                                                                                                                    • m14.lua, line 1875: until character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli)
                                                                                                                    • m14.lua, line 1881: while (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)) do
                                                                                                                    • m14.lua, line 1881: while (character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) or character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)) do
                                                                                                                    • m14.lua, line 1885: while character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli) do
                                                                                                                    • m14.lua, line 2142: local player_is_in_heli = character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli)
                                                                                                                    • m14.lua, line 2145: player_is_in_heli = character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)
                                                                                                                    • m14.lua, line 2208: --if (not character_is_in_vehicle(M14_char.shaundi, M14_vehicle.spotlight_heli)) then
                                                                                                                    • m14.lua, line 2300: in_heli = character_is_in_vehicle( LOCAL_PLAYER, M14_vehicle.spotlight_heli )
                                                                                                                    • m14.lua, line 2304: in_heli = character_is_in_vehicle( REMOTE_PLAYER, M14_vehicle.spotlight_heli )
                                                                                                                    • m14.lua, line 2531: local local_player_in_heli = character_is_in_vehicle(LOCAL_PLAYER, M14_vehicle.spotlight_heli)
                                                                                                                    • m14.lua, line 2532: local remote_player_in_heli = coop_is_active() and character_is_in_vehicle(REMOTE_PLAYER, M14_vehicle.spotlight_heli)
                                                                                                                    • m15.lua, line 962: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m15.lua, line 964: if not character_is_in_vehicle(NPC_PIERCE, vehicle_name) then
                                                                                                                    • m15.lua, line 986: if character_is_in_vehicle(LOCAL_PLAYER, vehicle) then
                                                                                                                    • m15.lua, line 990: if M15_in_coop and character_is_in_vehicle(REMOTE_PLAYER, vehicle) then
                                                                                                                    • m15.lua, line 1612: if not character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m15.lua, line 1936: if (character_is_dead(driver) or not character_is_in_vehicle(driver)) and not vehicle_is_destroyed(vehicle) then
                                                                                                                    • m16.lua, line 1864: if character_is_in_vehicle(M16_characters.tank_combat_tank_npc_one, M16_vehicles.tank_combat_npc_tank_one) then
                                                                                                                    • m16.lua, line 1876: if (in_coop and character_is_in_vehicle(M16_characters.tank_combat_tank_npc_two, M16_vehicles.tank_combat_npc_tank_two)) then
                                                                                                                    • m16.lua, line 3113: if (not character_is_in_vehicle(npc_name) and character_exists(npc_name) and not character_hidden(npc_name)) then
                                                                                                                    • m17.lua, line 2412: if (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) then
                                                                                                                    • m17.lua, line 2412: if (character_is_in_vehicle(LOCAL_PLAYER) or character_is_in_vehicle(REMOTE_PLAYER)) then
                                                                                                                    • m18.lua, line 2773: if (character_is_in_vehicle(LOCAL_PLAYER) == true) then
                                                                                                                    • m18.lua, line 2778: if (character_is_in_vehicle(REMOTE_PLAYER) == true) then
                                                                                                                    • m18.lua, line 2842: if (character_is_in_vehicle(LOCAL_PLAYER) == true) then
                                                                                                                    • m18.lua, line 2844: elseif (coop_is_active() == true and character_is_in_vehicle(REMOTE_PLAYER) == true) then
                                                                                                                    • m19.lua, line 893: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m19.lua, line 896: if character_is_in_vehicle(REMOTE_PLAYER) then
                                                                                                                    • m19.lua, line 1454: local player_in_vehicle = character_is_in_vehicle(LOCAL_PLAYER, M19_group.chem_truck.vehicle)
                                                                                                                    • m19.lua, line 1456: player_in_vehicle = character_is_in_vehicle(REMOTE_PLAYER, M19_group.chem_truck.vehicle)
                                                                                                                    • m19.lua, line 2053: if character_is_in_vehicle(LOCAL_PLAYER) then
                                                                                                                    • m19.lua, line 2056: if character_is_in_vehicle(REMOTE_PLAYER) then
                                                                                                                    • m20.lua, line 744: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 756: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 764: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1035: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1046: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1054: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1244: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1253: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1259: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1503: while (not character_is_in_vehicle(M20_char.angel, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1512: while (not character_is_in_vehicle(LOCAL_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m20.lua, line 1518: while (not character_is_in_vehicle(REMOTE_PLAYER, M20_vehicle.angel_heli)) do
                                                                                                                    • m22.lua, line 1842: if (dist > 25.0 or character_is_in_vehicle(LOCAL_PLAYER) == true) then
                                                                                                                    • m22.lua, line 1849: if (dist > 25.0 or character_is_in_vehicle(LOCAL_PLAYER) == true) then
                                                                                                                    • m22.lua, line 4944: while(thread_check_done(M22_threads.convo_handle) == false or character_is_in_vehicle(LOCAL_PLAYER) == false) do
                                                                                                                    • m23.lua, line 1339: if character_is_in_vehicle(char) then
                                                                                                                    • m23.lua, line 2697: if (character_is_in_vehicle(player) == false and character_is_ready(player) and (not character_is_jumping(player))) then
                                                                                                                    • m23.lua, line 2930: if character_is_in_vehicle(human) then
                                                                                                                    • m23.lua, line 3584: if character_is_in_vehicle(char, transport_table.vtol) then
                                                                                                                    • sh03.lua, line 547: until character_is_in_vehicle( LOCAL_PLAYER ) == false
                                                                                                                    • sh03.lua, line 684: if character_is_in_vehicle( LOCAL_PLAYER, SH03_HELICOPTER ) == true then
                                                                                                                    • sh03.lua, line 1129: while( (character_is_in_vehicle(LOCAL_PLAYER) == true) or (character_is_in_vehicle(REMOTE_PLAYER) == true) ) do
                                                                                                                    • sh03.lua, line 1264: --while character_is_in_vehicle(KINZIE, SH03_HELICOPTER) == false do
                                                                                                                    • sh03.lua, line 1285: if character_is_in_vehicle(KINZIE, SH03_HELICOPTER) == false then
                                                                                                                    • sh03.lua, line 1326: while character_is_in_vehicle(LOCAL_PLAYER, SH03_HELICOPTER ) or character_is_in_vehicle(REMOTE_PLAYER, SH03_HELICOPTER) do
                                                                                                                    • sh03.lua, line 1326: while character_is_in_vehicle(LOCAL_PLAYER, SH03_HELICOPTER ) or character_is_in_vehicle(REMOTE_PLAYER, SH03_HELICOPTER) do
                                                                                                                    • sh03.lua, line 1516: while character_is_in_vehicle( LOCAL_PLAYER ) == true do
                                                                                                                    • sh03.lua, line 1980: if character_is_in_vehicle(KINZIE, nil) then
                                                                                                                    • sh03.lua, line 1985: if character_is_in_vehicle(LOCAL_PLAYER, nil) then
                                                                                                                    • sh03.lua, line 1991: if character_is_in_vehicle(REMOTE_PLAYER, nil) then
                                                                                                                    character_is_jumping true
                                                                                                                      9
                                                                                                                      • m02.lua, line 3201: if (character_is_jumping(char_name) == true) then
                                                                                                                      • m17.lua, line 2670: --if (character_is_ready(M17_group.captive_homies.pierce) and (not character_playing_combat_move(M17_group.captive_homies.pierce)) and (not character_is_jumping(M17_group.captive_homies.pierce))) then
                                                                                                                      • m17.lua, line 2674: --if (character_is_ready(M17_group.captive_homies.shaundi) and (not character_playing_combat_move(M17_group.captive_homies.shaundi)) and (not character_is_jumping(M17_group.captive_homies.shaundi))) then
                                                                                                                      • m17.lua, line 2678: --if (character_is_ready(M17_group.captive_homies.viola) and (not character_playing_combat_move(M17_group.captive_homies.viola)) and (not character_is_jumping(M17_group.captive_homies.viola))) then
                                                                                                                      • m17.lua, line 2870: if (character_is_ready(player) and (not character_is_jumping(player))) then
                                                                                                                      • m18.lua, line 2118: if (character_is_jumping(char_name) == true) then
                                                                                                                      • m21.lua, line 3072: if (character_is_jumping(player) == true) then
                                                                                                                      • m23.lua, line 2697: if (character_is_in_vehicle(player) == false and character_is_ready(player) and (not character_is_jumping(player))) then
                                                                                                                      • m24.lua, line 1968: if character_is_ready( player ) == true and character_is_jumping( player ) == false then
                                                                                                                      character_is_on_fire true
                                                                                                                        1
                                                                                                                        character_is_player true
                                                                                                                          8
                                                                                                                          character_is_ragdolled true
                                                                                                                            7
                                                                                                                            • dlc2_m02.lua, line 1978: if human_is_downed( homie ) == false and character_is_ragdolled( homie ) == false then
                                                                                                                            • dlc2_m02.lua, line 3103: while character_is_ragdolled( homie ) == true do
                                                                                                                            • game_lib.lua, line 436: if (character_is_ragdolled(speaking_character)) then
                                                                                                                            • m12.lua, line 995: while character_is_ragdolled(NPC_SUKO) do
                                                                                                                            • sh04.lua, line 1253: while (get_dist_closest_player_to_object( SH04_group.casino_manager.members ) > 20 ) or ( character_is_ragdolled(SH04_group.casino_manager.members) ) do
                                                                                                                            • sh04.lua, line 1275: if get_dist_closest_player_to_object( SH04_group.casino_manager.members ) <= 2 and display == false and character_is_ragdolled(SH04_group.casino_manager.members) == false then
                                                                                                                            • sh04.lua, line 1285: if( (get_dist_closest_player_to_object( SH04_group.casino_manager.members ) > 2 or character_is_ragdolled(SH04_group.casino_manager.members) == true) and display == true ) then
                                                                                                                            character_is_ready true
                                                                                                                              34
                                                                                                                              • dlc2_m02.lua, line 2469: while character_is_ready( activator ) == false do
                                                                                                                              • m01.lua, line 2502: while not character_is_ready(M01_group.start_homies.gat) do
                                                                                                                              • m01.lua, line 4020: while not character_is_ready(npc) do
                                                                                                                              • m01.lua, line 4345: while not character_is_ready(M01_group.autograph.guy) do
                                                                                                                              • m01.lua, line 4496: while not character_is_ready(M01_shaundi) do
                                                                                                                              • m01.lua, line 5447: while not character_is_ready(M01_josh) do
                                                                                                                              • m02.lua, line 3195: if (character_is_ready(char_name) == false) then
                                                                                                                              • m07.lua, line 1284: while not character_is_ready(M07_char.kinzie) do
                                                                                                                              • m07.lua, line 1604: if (character_is_ready(M07_char.club_owner)) then
                                                                                                                              • m12.lua, line 1008: while character_is_ready(NPC_JOSH) == false and thread_check_done(delay_handle) == false do
                                                                                                                              • m12.lua, line 1871: while character_is_ready(NPC_JOSH) == false and thread_check_done(delay_handle) == false do
                                                                                                                              • m12.lua, line 2434: while (character_is_ready(NPC_JOSH) == false) and (wait_time < 5.0) do
                                                                                                                              • m12.lua, line 2439: if character_is_ready(NPC_JOSH) then
                                                                                                                              • m13.lua, line 1959: while character_is_ready( M13_groups.penthouse_homies.josh ) == false do
                                                                                                                              • m13.lua, line 3798: if (character_is_ready(group.members[2])) then
                                                                                                                              • m13.lua, line 3854: if character_is_ready( group.members[ 2 ] ) then
                                                                                                                              • m14.lua, line 1980: while character_is_ready( LOCAL_PLAYER ) == false do
                                                                                                                              • m14.lua, line 2251: while character_is_ready( M14_char.jane ) == false do
                                                                                                                              • m16.lua, line 2647: if not character_playing_combat_move(LOCAL_PLAYER) and character_is_ready(LOCAL_PLAYER) then
                                                                                                                              • m16.lua, line 2652: if not character_playing_combat_move(REMOTE_PLAYER) and character_is_ready(REMOTE_PLAYER) then
                                                                                                                              • m17.lua, line 1381: while not character_is_ready(M17_group.kia.kia) do
                                                                                                                              • m17.lua, line 2670: --if (character_is_ready(M17_group.captive_homies.pierce) and (not character_playing_combat_move(M17_group.captive_homies.pierce)) and (not character_is_jumping(M17_group.captive_homies.pierce))) then
                                                                                                                              • m17.lua, line 2674: --if (character_is_ready(M17_group.captive_homies.shaundi) and (not character_playing_combat_move(M17_group.captive_homies.shaundi)) and (not character_is_jumping(M17_group.captive_homies.shaundi))) then
                                                                                                                              • m17.lua, line 2678: --if (character_is_ready(M17_group.captive_homies.viola) and (not character_playing_combat_move(M17_group.captive_homies.viola)) and (not character_is_jumping(M17_group.captive_homies.viola))) then
                                                                                                                              • m17.lua, line 2870: if (character_is_ready(player) and (not character_is_jumping(player))) then
                                                                                                                              • m18.lua, line 2112: if (character_is_ready(char_name) == false) then
                                                                                                                              • m20.lua, line 713: while character_is_ready( c1 ) == false do
                                                                                                                              • m21.lua, line 1427: if not character_is_dead(npc_name) and character_is_ready(npc_name) then
                                                                                                                              • m21.lua, line 3066: if (character_is_ready(player) == false) then
                                                                                                                              • m22.lua, line 2488: --while (not character_is_ready(M22_characters.Killbane_QTE)) do
                                                                                                                              • m22.lua, line 2552: --while ( not character_is_ready(M22_characters.Killbane_QTE)) do
                                                                                                                              • m22.lua, line 4864: while character_is_ready(M22_characters.Kia) == false do
                                                                                                                              • m23.lua, line 2697: if (character_is_in_vehicle(player) == false and character_is_ready(player) and (not character_is_jumping(player))) then
                                                                                                                              • m24.lua, line 1968: if character_is_ready( player ) == true and character_is_jumping( player ) == false then
                                                                                                                              character_is_ready_to_speak true 1 2
                                                                                                                              character_is_released true
                                                                                                                                2
                                                                                                                                character_kill true
                                                                                                                                  81
                                                                                                                                  character_make_priority_target true
                                                                                                                                    8
                                                                                                                                    character_parachute_detach true
                                                                                                                                      10
                                                                                                                                      character_parachute_open true
                                                                                                                                        1
                                                                                                                                        character_parachute_play_action true
                                                                                                                                          1
                                                                                                                                          • m02.lua, line 2097: character_parachute_play_action(enemy, "freefall HS upside release B")
                                                                                                                                          character_playing_combat_move true
                                                                                                                                            8
                                                                                                                                            • m02.lua, line 3198: if (character_playing_combat_move(char_name) == true) then
                                                                                                                                            • m16.lua, line 2647: if not character_playing_combat_move(LOCAL_PLAYER) and character_is_ready(LOCAL_PLAYER) then
                                                                                                                                            • m16.lua, line 2652: if not character_playing_combat_move(REMOTE_PLAYER) and character_is_ready(REMOTE_PLAYER) then
                                                                                                                                            • m17.lua, line 2670: --if (character_is_ready(M17_group.captive_homies.pierce) and (not character_playing_combat_move(M17_group.captive_homies.pierce)) and (not character_is_jumping(M17_group.captive_homies.pierce))) then
                                                                                                                                            • m17.lua, line 2674: --if (character_is_ready(M17_group.captive_homies.shaundi) and (not character_playing_combat_move(M17_group.captive_homies.shaundi)) and (not character_is_jumping(M17_group.captive_homies.shaundi))) then
                                                                                                                                            • m17.lua, line 2678: --if (character_is_ready(M17_group.captive_homies.viola) and (not character_playing_combat_move(M17_group.captive_homies.viola)) and (not character_is_jumping(M17_group.captive_homies.viola))) then
                                                                                                                                            • m18.lua, line 2115: if (character_playing_combat_move(char_name) == true) then
                                                                                                                                            • m21.lua, line 3069: if (character_playing_combat_move(player) == true) then
                                                                                                                                            character_prevent_bumping true
                                                                                                                                              26
                                                                                                                                              character_prevent_explosion_fling true
                                                                                                                                                28
                                                                                                                                                character_prevent_flinching true
                                                                                                                                                  70
                                                                                                                                                  character_prevent_kneecapping true
                                                                                                                                                    1
                                                                                                                                                    character_ragdoll true
                                                                                                                                                      9
                                                                                                                                                      character_ragdoll_clear_last_resort_position true
                                                                                                                                                        16
                                                                                                                                                        character_ragdoll_set_last_resort_position true
                                                                                                                                                          37
                                                                                                                                                          • dlc2_m01.lua, line 2592: character_ragdoll_set_last_resort_position("nav_armory_get_away_stop")
                                                                                                                                                          • dlc2_m02.lua, line 967: character_ragdoll_set_last_resort_position( Dlc2_m02_checkpoint_data[ current_checkpoint ].local_start_nav )
                                                                                                                                                          • dlc2_m02.lua, line 1030: character_ragdoll_set_last_resort_position( Dlc2_m02_checkpoint_data[ current_checkpoint ].local_start_nav )
                                                                                                                                                          • dlc2_m02.lua, line 1106: character_ragdoll_set_last_resort_position( Dlc2_m02_checkpoint_data[ current_checkpoint ].local_start_nav )
                                                                                                                                                          • m02.lua, line 1193: character_ragdoll_set_last_resort_position(M02_navpoints.player_start_chk_01[1])
                                                                                                                                                          • m06.lua, line 2302: character_ragdoll_set_last_resort_position(M06_ragdoll_emergency[area])
                                                                                                                                                          • m09.lua, line 1873: character_ragdoll_set_last_resort_position(M09_checkpoint.gangway.nav1)
                                                                                                                                                          • m09.lua, line 1891: character_ragdoll_set_last_resort_position(M09_checkpoint.defend_girls.nav1)
                                                                                                                                                          • m12.lua, line 573: character_ragdoll_set_last_resort_position(M12_teleport.studio[1])
                                                                                                                                                          • m12.lua, line 647: character_ragdoll_set_last_resort_position(M12_teleport.cubical[1])
                                                                                                                                                          • m12.lua, line 666: character_ragdoll_set_last_resort_position(M12_teleport.lobby_elevator[1])
                                                                                                                                                          • m12.lua, line 678: character_ragdoll_set_last_resort_position(M12_teleport.nav_garage[1])
                                                                                                                                                          • m16.lua, line 1195: character_ragdoll_set_last_resort_position(M16_navpoints.local_start)
                                                                                                                                                          • m16.lua, line 1209: character_ragdoll_set_last_resort_position(M16_navpoints.tank_warp_local)
                                                                                                                                                          • m16.lua, line 1230: character_ragdoll_set_last_resort_position(M16_navpoints.error_warp_local)
                                                                                                                                                          • m16.lua, line 1243: character_ragdoll_set_last_resort_position(M16_navpoints.final_warp_local)
                                                                                                                                                          • m16.lua, line 1254: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
                                                                                                                                                          • m16.lua, line 1265: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
                                                                                                                                                          • m16.lua, line 1276: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
                                                                                                                                                          • m16.lua, line 1287: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
                                                                                                                                                          • m16.lua, line 1298: character_ragdoll_set_last_resort_position(M16_navpoints.local_matt_battle_start)
                                                                                                                                                          • m17.lua, line 641: character_ragdoll_set_last_resort_position(M17_checkpoint_meeting.player)
                                                                                                                                                          • m17.lua, line 684: character_ragdoll_set_last_resort_position(M17_checkpoint_jailbreak.player)
                                                                                                                                                          • m17.lua, line 698: character_ragdoll_set_last_resort_position(M17_checkpoint_reactor.player)
                                                                                                                                                          • m17.lua, line 715: character_ragdoll_set_last_resort_position(M17_checkpoint_escape.player)
                                                                                                                                                          • m18.lua, line 1914: character_ragdoll_set_last_resort_position(M18_navpoints.player_start_escape[1])
                                                                                                                                                          • m23.lua, line 891: character_ragdoll_set_last_resort_position(M23_checkpoints.landing_deck.player_starts[1])
                                                                                                                                                          • m23.lua, line 905: character_ragdoll_set_last_resort_position(M23_checkpoints.bridge.player_starts[1])
                                                                                                                                                          • m23.lua, line 924: character_ragdoll_set_last_resort_position(M23_checkpoints.escape.player_starts[1])
                                                                                                                                                          • m24.lua, line 543: character_ragdoll_set_last_resort_position(M24_navpoints.local_start)
                                                                                                                                                          • m24.lua, line 557: character_ragdoll_set_last_resort_position(M24_navpoints.terminals[1])
                                                                                                                                                          • m24.lua, line 568: character_ragdoll_set_last_resort_position(M24_navpoints.terminals[2])
                                                                                                                                                          • m24.lua, line 590: character_ragdoll_set_last_resort_position(M24_navpoints.terminals[3])
                                                                                                                                                          • m24.lua, line 605: character_ragdoll_set_last_resort_position(M24_navpoints.bridge_start)
                                                                                                                                                          • m24.lua, line 620: character_ragdoll_set_last_resort_position(M24_navpoints.killbane_fight_start)
                                                                                                                                                          • sh02.lua, line 1694: character_ragdoll_set_last_resort_position(navpoints[1])
                                                                                                                                                          • sh04.lua, line 426: character_ragdoll_set_last_resort_position( sh04_navs.cp_start[1] )
                                                                                                                                                          character_ragdoll_set_last_valid_position true
                                                                                                                                                            14
                                                                                                                                                            • dlc2_m01.lua, line 2590: character_ragdoll_set_last_valid_position(player, "nav_armory_get_away_stop", true)
                                                                                                                                                            • m02.lua, line 1194: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M02_navpoints.player_start_chk_01[1], true)
                                                                                                                                                            • m02.lua, line 1196: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M02_navpoints.player_start_chk_01[2], true)
                                                                                                                                                            • m02.lua, line 1578: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M02_navpoints.player_start_chk_02[1], true)
                                                                                                                                                            • m02.lua, line 1580: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M02_navpoints.player_start_chk_02[2], true)
                                                                                                                                                            • m21.lua, line 1900: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start[1], true)
                                                                                                                                                            • m21.lua, line 1901: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start_alt[1], false)
                                                                                                                                                            • m21.lua, line 1903: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start[2])
                                                                                                                                                            • m21.lua, line 1904: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start_alt[2], false)
                                                                                                                                                            • m21.lua, line 1953: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start[1], true)
                                                                                                                                                            • m21.lua, line 1954: character_ragdoll_set_last_valid_position(LOCAL_PLAYER, M21_navpoints.player_fight_start_alt[1], false)
                                                                                                                                                            • m21.lua, line 1956: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start[2], true)
                                                                                                                                                            • m21.lua, line 1957: character_ragdoll_set_last_valid_position(REMOTE_PLAYER, M21_navpoints.player_fight_start_alt[2], false)
                                                                                                                                                            • m21.lua, line 3562: character_ragdoll_set_last_valid_position(npc, M21_navpoints.npc_harass_points_in_ring[side], true) -- clear out the queue
                                                                                                                                                            character_release_human_shield true
                                                                                                                                                              13
                                                                                                                                                              character_remove_child_item_by_name true
                                                                                                                                                                3
                                                                                                                                                                • dlc2_m02.lua, line 2536: character_remove_child_item_by_name( Dlc2_m02_status.trigger_activator, "Triangulator" )
                                                                                                                                                                • m02.lua, line 857: character_remove_child_item_by_name(LOCAL_PLAYER, "SMG-Gang")
                                                                                                                                                                • m14.lua, line 2046: character_remove_child_item_by_name( M14_status.transmitter_activator, "Triangulator" )
                                                                                                                                                                character_set_always_combat_ready true
                                                                                                                                                                  7
                                                                                                                                                                  character_set_attack_multiplier true
                                                                                                                                                                    11
                                                                                                                                                                    character_set_cannot_exit_rc_vehicle true
                                                                                                                                                                      2
                                                                                                                                                                      • m20.lua, line 849: character_set_cannot_exit_rc_vehicle( M20_char.rc_car[ 1 ], true )
                                                                                                                                                                      • m20.lua, line 850: character_set_cannot_exit_rc_vehicle( M20_char.rc_car[ 2 ], true )
                                                                                                                                                                      character_set_can_take_human_shield true
                                                                                                                                                                        4
                                                                                                                                                                        character_set_combat_ready true
                                                                                                                                                                          4
                                                                                                                                                                          character_set_counter_on_grabbed true
                                                                                                                                                                            4
                                                                                                                                                                            • sh04.lua, line 1146: character_set_counter_on_grabbed( SH04_group.casino_manager.members, true )
                                                                                                                                                                            • sh04.lua, line 1241: --character_set_counter_on_grabbed( SH04_group.casino_manager.members, true )
                                                                                                                                                                            • sh04.lua, line 1281: character_set_counter_on_grabbed( SH04_group.casino_manager.members , false )
                                                                                                                                                                            • sh04.lua, line 1291: character_set_counter_on_grabbed( SH04_group.casino_manager.members , true )
                                                                                                                                                                            character_set_counter_on_grabbed_by_player true
                                                                                                                                                                              4
                                                                                                                                                                              character_set_damage_multiplier true
                                                                                                                                                                                10
                                                                                                                                                                                character_set_immune_to_explosion_vomit true
                                                                                                                                                                                  5
                                                                                                                                                                                  character_set_never_catch_fire true
                                                                                                                                                                                    26
                                                                                                                                                                                    character_set_never_fall true
                                                                                                                                                                                      13
                                                                                                                                                                                      character_set_no_explosive_panic true
                                                                                                                                                                                        10
                                                                                                                                                                                        character_set_only_player_grabs true
                                                                                                                                                                                          6
                                                                                                                                                                                          character_set_only_scripted_grabs true
                                                                                                                                                                                            6
                                                                                                                                                                                            character_set_over_the_shoulder true
                                                                                                                                                                                              1
                                                                                                                                                                                              character_set_persona true
                                                                                                                                                                                                6
                                                                                                                                                                                                character_set_skydiving true
                                                                                                                                                                                                  26
                                                                                                                                                                                                  character_set_skydiving_state true
                                                                                                                                                                                                    27
                                                                                                                                                                                                    character_show true
                                                                                                                                                                                                      35
                                                                                                                                                                                                      character_take_human_shield true 1 5
                                                                                                                                                                                                      • m01.lua, line 2517: --character_take_human_shield(M01_group.start_homies.gat, M01_group.start_homies.captive)
                                                                                                                                                                                                      • m01.lua, line 4042: character_take_human_shield(attacker, hostage, true)
                                                                                                                                                                                                      • m15.lua, line 2458: character_take_human_shield(group.members[1], group.human_shield, true)
                                                                                                                                                                                                      • m22.lua, line 4693: character_take_human_shield(M22_characters.Kia, M22_characters.Shaundi, true) -- bypass AI to take the human shield immediately
                                                                                                                                                                                                      • m22.lua, line 4869: character_take_human_shield(M22_characters.Kia, M22_characters.Shaundi, true)
                                                                                                                                                                                                      character_take_human_shield_check_done true
                                                                                                                                                                                                        2
                                                                                                                                                                                                        character_take_human_shield_do true
                                                                                                                                                                                                          1
                                                                                                                                                                                                          character_use_synced_finishers true
                                                                                                                                                                                                            1
                                                                                                                                                                                                            character_wait_for_loaded_resource true 1 4
                                                                                                                                                                                                            check_animation_state true
                                                                                                                                                                                                              6
                                                                                                                                                                                                              check_script_animation_state true
                                                                                                                                                                                                                4
                                                                                                                                                                                                                • m21.lua, line 1738: if (check_script_animation_state(stomp_location.occupant, stomp_location.anim) == true) then
                                                                                                                                                                                                                • m21.lua, line 1769: if (check_script_animation_state(M21_characters.angel, "M21 angel beat down a") == false) then
                                                                                                                                                                                                                • m21.lua, line 1773: if (check_script_animation_state(M21_characters.angel, "M24 Suffering") == false) then
                                                                                                                                                                                                                • m21.lua, line 3637: if (distractor ~= "" and character_is_dead(distractor) == false and check_script_animation_state(distractor, M21_animation_state.luchadore_ring_stand)) then
                                                                                                                                                                                                                cinema_editor_create_camera_zone true
                                                                                                                                                                                                                  2
                                                                                                                                                                                                                  cinema_editor_save_clip true
                                                                                                                                                                                                                    1
                                                                                                                                                                                                                    city_load_img_load_complete true
                                                                                                                                                                                                                      1
                                                                                                                                                                                                                      city_zone_swap true
                                                                                                                                                                                                                        92
                                                                                                                                                                                                                        city_zone_swap_is_active true
                                                                                                                                                                                                                          1
                                                                                                                                                                                                                          cleanup_callbacks true 1 9
                                                                                                                                                                                                                          cleanup_conversations true 1 12
                                                                                                                                                                                                                          cleanup_groups true 1 29
                                                                                                                                                                                                                          cleanup_spawn_groups true 1 15
                                                                                                                                                                                                                          cleanup_spawn_regions true 1 6
                                                                                                                                                                                                                          cleanup_temporary_weapons true 1 7
                                                                                                                                                                                                                          cleanup_threads true 1 28
                                                                                                                                                                                                                          clear_animation_state true
                                                                                                                                                                                                                            57
                                                                                                                                                                                                                            clear_callbacks_for_obj true
                                                                                                                                                                                                                              2
                                                                                                                                                                                                                              closest_point_on_line_segment true
                                                                                                                                                                                                                                6
                                                                                                                                                                                                                                Cmp_common_cash_complete_cb true
                                                                                                                                                                                                                                  1
                                                                                                                                                                                                                                  community_login_open true
                                                                                                                                                                                                                                    1
                                                                                                                                                                                                                                    completion_call_callback true
                                                                                                                                                                                                                                      1
                                                                                                                                                                                                                                      completion_camera_shake true
                                                                                                                                                                                                                                        1
                                                                                                                                                                                                                                        completion_credits_were_active true
                                                                                                                                                                                                                                          1
                                                                                                                                                                                                                                          completion_cutscene_was_active true
                                                                                                                                                                                                                                            3
                                                                                                                                                                                                                                            completion_cutscene_was_skipped true
                                                                                                                                                                                                                                              1
                                                                                                                                                                                                                                              Completion_get_other_player_name true
                                                                                                                                                                                                                                                2
                                                                                                                                                                                                                                                Completion_is_client true
                                                                                                                                                                                                                                                  3
                                                                                                                                                                                                                                                  completion_load_lut true
                                                                                                                                                                                                                                                    5
                                                                                                                                                                                                                                                    completion_screen_finished true
                                                                                                                                                                                                                                                      2
                                                                                                                                                                                                                                                      Completion_should_wait_for_coop true
                                                                                                                                                                                                                                                        1
                                                                                                                                                                                                                                                        Completion_user_is_done_viewing true
                                                                                                                                                                                                                                                          1
                                                                                                                                                                                                                                                          console_wrapper true 1
                                                                                                                                                                                                                                                            continuous_explosion_avoid_object_add true
                                                                                                                                                                                                                                                              8
                                                                                                                                                                                                                                                              continuous_explosion_follow_target_add true
                                                                                                                                                                                                                                                                4
                                                                                                                                                                                                                                                                continuous_explosion_follow_target_remove true
                                                                                                                                                                                                                                                                  1
                                                                                                                                                                                                                                                                  continuous_explosion_start true
                                                                                                                                                                                                                                                                    3
                                                                                                                                                                                                                                                                    continuous_explosion_stop true
                                                                                                                                                                                                                                                                      6
                                                                                                                                                                                                                                                                      continuous_spawn_regions_enable true 1 32
                                                                                                                                                                                                                                                                      continuous_spawn_set_orders true
                                                                                                                                                                                                                                                                        4
                                                                                                                                                                                                                                                                        continuous_spawn_start true
                                                                                                                                                                                                                                                                          92
                                                                                                                                                                                                                                                                          continuous_spawn_stop true
                                                                                                                                                                                                                                                                            106
                                                                                                                                                                                                                                                                            convert_to_table true 1 2
                                                                                                                                                                                                                                                                            coop_is_active true
                                                                                                                                                                                                                                                                              420
                                                                                                                                                                                                                                                                              cos true
                                                                                                                                                                                                                                                                                2
                                                                                                                                                                                                                                                                                cower true
                                                                                                                                                                                                                                                                                  4
                                                                                                                                                                                                                                                                                  credits_force_close true
                                                                                                                                                                                                                                                                                    1
                                                                                                                                                                                                                                                                                    credits_in_cutscene true
                                                                                                                                                                                                                                                                                      1
                                                                                                                                                                                                                                                                                      credits_were_skipped true
                                                                                                                                                                                                                                                                                        1
                                                                                                                                                                                                                                                                                        crib_disable_interface true
                                                                                                                                                                                                                                                                                          12
                                                                                                                                                                                                                                                                                          crib_has_garage_with_vehicles_of_type true
                                                                                                                                                                                                                                                                                            4
                                                                                                                                                                                                                                                                                            crib_is_garage_disabled true
                                                                                                                                                                                                                                                                                              1
                                                                                                                                                                                                                                                                                              crib_is_stronghold true
                                                                                                                                                                                                                                                                                                1
                                                                                                                                                                                                                                                                                                crib_purchase_purchase_crib true
                                                                                                                                                                                                                                                                                                  1
                                                                                                                                                                                                                                                                                                  crib_purchasing_unlock true
                                                                                                                                                                                                                                                                                                    1
                                                                                                                                                                                                                                                                                                    crib_unlock_strongold true
                                                                                                                                                                                                                                                                                                      3
                                                                                                                                                                                                                                                                                                      crib_weapon_add_disable true
                                                                                                                                                                                                                                                                                                        3
                                                                                                                                                                                                                                                                                                        crib_weapon_add_enable true
                                                                                                                                                                                                                                                                                                          3
                                                                                                                                                                                                                                                                                                          crouch_start true
                                                                                                                                                                                                                                                                                                            1
                                                                                                                                                                                                                                                                                                            Current_menu_anim_in_cb true
                                                                                                                                                                                                                                                                                                              1
                                                                                                                                                                                                                                                                                                              customization_create_character true
                                                                                                                                                                                                                                                                                                                1
                                                                                                                                                                                                                                                                                                                customization_item_revert true
                                                                                                                                                                                                                                                                                                                  18
                                                                                                                                                                                                                                                                                                                  customization_item_wear true
                                                                                                                                                                                                                                                                                                                    18
                                                                                                                                                                                                                                                                                                                    • m01.lua, line 1029: customization_item_wear( "cm_suit_gatsuit", "cm_suit_gatsuit.cmeshx", "mGat_Body", false )
                                                                                                                                                                                                                                                                                                                    • m01.lua, line 1030: customization_item_wear( "cm_hat_gatbobble", "Cm_hat_gatbobble.cmeshx", "Gatbobble", false )
                                                                                                                                                                                                                                                                                                                    • m02.lua, line 1028: customization_item_wear("basicparachute", "cm_pack_basicparachute.cmeshx", "Basic Parachute")
                                                                                                                                                                                                                                                                                                                    • m02.lua, line 1829: customization_item_wear("basicparachute", "cm_pack_basicparachute.cmeshx", "Basic Parachute")
                                                                                                                                                                                                                                                                                                                    • m12.lua, line 1393: --customization_item_wear("cardinal hat", "cm_hat_cardinal.cmeshx", "Cardinal Hat")
                                                                                                                                                                                                                                                                                                                    • m12.lua, line 1394: --customization_item_wear("cardinal glasses", "cm_eye_cardinal.cmeshx", "Cardinal Glasses")
                                                                                                                                                                                                                                                                                                                    • m12.lua, line 1395: --customization_item_wear("cm_suit_cardinal", "cm_suit_cardinal.cmeshx", "Cardinal Robe")
                                                                                                                                                                                                                                                                                                                    • m16.lua, line 1499: customization_item_wear("cm_toilet", "cm_toilet.cmeshx", "Material#9", M16_add_to_wardrobe)
                                                                                                                                                                                                                                                                                                                    • m16.lua, line 1517: customization_item_wear("cm_blowupdoll", "cm_blowupdoll.cmeshx", "Blow_Up_Doll_A", M16_add_to_wardrobe)
                                                                                                                                                                                                                                                                                                                    • m16.lua, line 1701: customization_item_wear("cm_toilet", "cm_toilet.cmeshx", "Material#9", M16_add_to_wardrobe)
                                                                                                                                                                                                                                                                                                                    • m16.lua, line 1998: customization_item_wear("cm_blowupdoll", "cm_blowupdoll.cmeshx", "Blow_Up_Doll_A", M16_add_to_wardrobe)
                                                                                                                                                                                                                                                                                                                    • m17.lua, line 967: customization_item_wear( "Cyrus Suit", "cyrus_hires.cmeshx", "Cyrus", false, SYNC_LOCAL )
                                                                                                                                                                                                                                                                                                                    • m17.lua, line 968: customization_item_wear( "Cyrus Head", "cyrus_hires_head.cmeshx", "Cyrus", false, SYNC_LOCAL )
                                                                                                                                                                                                                                                                                                                    • m17.lua, line 973: customization_item_wear("cm_stag", "cm_stag.cmeshx", "Stag_Body", false, SYNC_REMOTE)
                                                                                                                                                                                                                                                                                                                    • m17.lua, line 974: customization_item_wear("cm_hat_m_staghelmet", "cm_hat_m_staghelmet.cmeshx", "StagCommando_Body", false, SYNC_REMOTE)
                                                                                                                                                                                                                                                                                                                    • m19.lua, line 919: customization_item_wear("cm_gasmask", "cm_mask_gasmask.cmeshx", "cm_mask_gasmask", true, SYNC_ALL, true)
                                                                                                                                                                                                                                                                                                                    • m19.lua, line 951: customization_item_wear("cm_gasmask", "cm_mask_gasmask.cmeshx", "cm_mask_gasmask", true, SYNC_ALL, true)
                                                                                                                                                                                                                                                                                                                    • m19.lua, line 1563: customization_item_wear("cm_gasmask", "cm_mask_gasmask.cmeshx", "cm_mask_gasmask", true, SYNC_ALL, true)
                                                                                                                                                                                                                                                                                                                    customization_outfit_wear true
                                                                                                                                                                                                                                                                                                                      16
                                                                                                                                                                                                                                                                                                                      customization_restore_player_rig true
                                                                                                                                                                                                                                                                                                                        3
                                                                                                                                                                                                                                                                                                                        customization_screen_is_ready true
                                                                                                                                                                                                                                                                                                                          1
                                                                                                                                                                                                                                                                                                                          customization_swap_player_rig true
                                                                                                                                                                                                                                                                                                                            2
                                                                                                                                                                                                                                                                                                                            cutscene_in true 1 23
                                                                                                                                                                                                                                                                                                                            cutscene_out true 1 21
                                                                                                                                                                                                                                                                                                                            cutscene_play true 1 102
                                                                                                                                                                                                                                                                                                                            • dlc1_mm_01.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • dlc1_mm_02.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • dlc1_mm_03.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • dlc1_mm_04.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • dlc1_mm_05.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • dlc1_mm_06.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • dlc2_m01.lua, line 1127: cutscene_play(Dlc2_m01_cutscenes.intro, nil, Dlc2_m01_checkpoints.start.player_navs, false)
                                                                                                                                                                                                                                                                                                                            • dlc2_m03.lua, line 1144: cutscene_play(DLC2_M03_scene.intro, nil, {DLC2_M03_checkpoint.start.host_start, DLC2_M03_checkpoint.start.client_start}, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m01.lua, line 1039: cutscene_play(M01_scene.intro, nil, player_starts, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m01.lua, line 1571: cutscene_play(M01_scene.at_vault, nil, teleport_navs)
                                                                                                                                                                                                                                                                                                                            • m01.lua, line 1695: cutscene_play(M01_scene.explosives, nil, teleport_navs, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m01.lua, line 1973: cutscene_play(M01_scene.connect_vault, nil, teleport_navs, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m02.lua, line 718: cutscene_play(M02_cutscenes.mission_intro, nil, M02_navpoints.player_start_chk_01, false)
                                                                                                                                                                                                                                                                                                                            • m02.lua, line 1771: cutscene_play(M02_zscenes.bailout, nil, M02_navpoints.player_start_chk_02, false)
                                                                                                                                                                                                                                                                                                                            • m02.lua, line 2376: cutscene_play(M02_zscenes.fly_through, nil, M02_navpoints.player_start_chk_03)
                                                                                                                                                                                                                                                                                                                            • m03.lua, line 878: cutscene_play(M03_cutscene.mission_intro)
                                                                                                                                                                                                                                                                                                                            • m03.lua, line 1416: -- cutscene_play(M03_cte.name, nil, teleport_navs)
                                                                                                                                                                                                                                                                                                                            • m03.lua, line 1510: cutscene_play(M03_cutscene.pierce_entrance, nil, teleport_navs, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m04.lua, line 277: cutscene_play( M04_CUTSCENE_CTE_INTRO, nil, cte_navs, fade_in_after )
                                                                                                                                                                                                                                                                                                                            • m05.lua, line 420: cutscene_play(M05_CUTSCENE_MISSION_INTRO, nil, M05_nav.start_navs, false)
                                                                                                                                                                                                                                                                                                                            • m06.lua, line 742: cutscene_play(M06_scene.intro, nil, {M06_checkpoint.start.nav1, M06_checkpoint.start.nav2}, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m06.lua, line 1390: cutscene_play(M06_scene.oleg, create_this_group, M06_oleg_zscene_navs, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m06.lua, line 1507: cutscene_play(M06_scene.phillipe, nil, teleport_navs, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m06.lua, line 1715: cutscene_play(M06_scene.ballsmash, nil, player_navs)
                                                                                                                                                                                                                                                                                                                            • m07.lua, line 755: cutscene_play(M07_cutscene.mission_intro, nil, {M07_navpoint.cp_starts.start.player_local, M07_navpoint.cp_starts.start.player_remote}, false)
                                                                                                                                                                                                                                                                                                                            • m07.lua, line 1385: cutscene_play(M07_CTE_free_kinzie.name, nil, {M07_navpoint.cp_starts.barge.player_local, M07_navpoint.cp_starts.barge.player_remote}, false)
                                                                                                                                                                                                                                                                                                                            • m07.lua, line 1718: cutscene_play(M07_cutscene.zimos_pre_pony_cart, nil, {M07_navpoint.cp_starts.pony_cart.player_local, M07_navpoint.cp_starts.pony_cart.player_remote})
                                                                                                                                                                                                                                                                                                                            • m07.lua, line 1905: cutscene_play(M07_cutscene.zimos_post_pony_cart, nil, {M07_navpoint.cp_starts.casino.player_local, M07_navpoint.cp_starts.casino.player_remote})
                                                                                                                                                                                                                                                                                                                            • m07.lua, line 2209: cutscene_play(M07_cutscene.angel_mid_checkpoint, nil, {M07_navpoint.cp_starts.defense.player_local, M07_navpoint.cp_starts.defense.player_remote})
                                                                                                                                                                                                                                                                                                                            • m08.lua, line 358: cutscene_play(M08_cutscene.mission_intro, nil, { M08_navpoint.cp_starts.zimos.player_local, M08_navpoint.cp_starts.zimos.player_remote }, false)
                                                                                                                                                                                                                                                                                                                            • m08.lua, line 1210: cutscene_play( M08_cutscene.heli_attack.name )
                                                                                                                                                                                                                                                                                                                            • m09.lua, line 1839: cutscene_play(CUTSCENE_MISSION_INTRO, nil, {M09_checkpoint.start.nav1, M09_checkpoint.start.nav2}, false)
                                                                                                                                                                                                                                                                                                                            • m09.lua, line 2968: cutscene_play( CUTSCENE_CTE_BOATS )
                                                                                                                                                                                                                                                                                                                            • m10.lua, line 1079: cutscene_play(M10_cutscenes.mission_intro, nil, M10_checkpoints.start.player_starts)
                                                                                                                                                                                                                                                                                                                            • m10.lua, line 1575: cutscene_play(M10_cutscenes.rooftop_intro, nil, M10_checkpoints.survive.player_starts)
                                                                                                                                                                                                                                                                                                                            • m11.lua, line 708: cutscene_play(M11_cutscenes.intro, nil, {M11_navpoints.start_local, M11_navpoints.start_remote}, false)
                                                                                                                                                                                                                                                                                                                            • m12.lua, line 516: cutscene_play(CUTSCENE_MISSION_INTRO, nil, {M12_teleport.start[1], M12_teleport.start[2]}, false)
                                                                                                                                                                                                                                                                                                                            • m12.lua, line 1147: cutscene_play(CUTSCENE_GRAB_JOSH, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m13.lua, line 1230: cutscene_play(CUTSCENE_MISSION_INTRO, nil, { M13_nav.player_start, M13_nav.remote_start }, false)
                                                                                                                                                                                                                                                                                                                            • m13.lua, line 1948: cutscene_play( "13_Z01", nil, { M13_nav.player_penthouse, M13_nav.remote_penthouse } )
                                                                                                                                                                                                                                                                                                                            • m14.lua, line 365: cutscene_play(M14_cutscene.mission_intro, nil, { M14_navpoint.cp_sj_lp, M14_navpoint.cp_sj_rp } )
                                                                                                                                                                                                                                                                                                                            • m15.lua, line 649: cutscene_play(M15_CUTSCENE_MISSION_INTRO, nil, nil, fade_in_after)
                                                                                                                                                                                                                                                                                                                            • m16.lua, line 1170: cutscene_play(M16_scene.intro, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m16.lua, line 1494: cutscene_play( M16_cte_01.name, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m16.lua, line 2546: cutscene_play(M16_scene.matt_intro, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m16.lua, line 2554: cutscene_play(M16_scene.matt_defeated, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m17.lua, line 586: cutscene_play(M17_CUTSCENE_MISSION_INTRO, nil, {M17_checkpoint_start.player, M17_checkpoint_start.coop}, false)
                                                                                                                                                                                                                                                                                                                            • m17.lua, line 1325: cutscene_play(M17_CUTSCENE_THERM_LANDING, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m17.lua, line 1595: cutscene_play(M17_ZSCENE_01, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m18.lua, line 1108: cutscene_play(M18_cutscenes.mission_intro, nil, M18_navpoints.player_start_cargo_plane, false)
                                                                                                                                                                                                                                                                                                                            • m18.lua, line 2212: cutscene_play(M18_cutscenes.tank_zscene, nil, nil, false) -- don't fade back in. we need to clean-up the plane and setup the free fall afterwards
                                                                                                                                                                                                                                                                                                                            • m19.lua, line 554: cutscene_play(CUTSCENE_MISSION_INTRO, nil, M19_checkpoint.start.nav, false)
                                                                                                                                                                                                                                                                                                                            • m19.lua, line 662: -- cutscene_play(CUTSCENE_MISSION_OUTRO)
                                                                                                                                                                                                                                                                                                                            • m19.lua, line 921: cutscene_play( M19_cte.name, nil, {M19_checkpoint.doors.nav1, M19_checkpoint.doors.nav2} )
                                                                                                                                                                                                                                                                                                                            • m19.lua, line 922: --cutscene_play( M19_cte.name)
                                                                                                                                                                                                                                                                                                                            • m20.lua, line 435: cutscene_play( M20_cutscene.mission_intro, nil, { M20_navpoint.cp_starts.mission_start.player_local, M20_navpoint.cp_starts.mission_start.player_remote }, false )
                                                                                                                                                                                                                                                                                                                            • m21.lua, line 679: cutscene_play(M21_cutscenes.mission_intro, nil, M21_navpoints.player_mission_start, false)
                                                                                                                                                                                                                                                                                                                            • m21.lua, line 1469: cutscene_play(M21_cutscenes.angle_thrown_out, nil, M21_navpoints.player_defend_angel_start, false)
                                                                                                                                                                                                                                                                                                                            • m21.lua, line 2118: cutscene_play(M21_cutscenes.unmask_threat, nil, teleport_navs, false)
                                                                                                                                                                                                                                                                                                                            • m21.lua, line 2184: cutscene_play(M21_cutscenes.remove_mask, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m21.lua, line 2197: cutscene_play(M21_cutscenes.release_killbane, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • m22.lua, line 1194: cutscene_play(M22_cutscenes.mission_intro, nil, cutscene_navs, false)
                                                                                                                                                                                                                                                                                                                            • m22.lua, line 1419: cutscene_play(M22_cutscenes.choice, nil, { Armory_battle_zone.center_pos, Armory_battle_zone.center_pos })
                                                                                                                                                                                                                                                                                                                            • m22.lua, line 2236: cutscene_play( M22_cte_choice_01.name )
                                                                                                                                                                                                                                                                                                                            • m22.lua, line 2251: cutscene_play( M22_cte_statue_01.name, nil, teleport_navs )
                                                                                                                                                                                                                                                                                                                            • m22.lua, line 2546: cutscene_play(M22_cutscenes.plane_destroyed, nil, M22_navpoints.player_kbfight_start, false)
                                                                                                                                                                                                                                                                                                                            • m22.lua, line 2948: cutscene_play( M22_cte_statue_02.name, nil, M22_navpoints.player_dock_start )
                                                                                                                                                                                                                                                                                                                            • m23.lua, line 839: cutscene_play(M23_cutscenes.intro, nil, {M23_checkpoints.start.player_starts[1], M23_checkpoints.start.player_starts[2]}, false)
                                                                                                                                                                                                                                                                                                                            • m23.lua, line 2751: cutscene_play(M23_cutscenes.cyrus_death, nil, M23_checkpoints.escape.player_starts)
                                                                                                                                                                                                                                                                                                                            • m24.lua, line 507: cutscene_play(CUTSCENE_MISSION_INTRO, nil, { M24_navpoints.local_start, M24_navpoints.remote_start } )
                                                                                                                                                                                                                                                                                                                            • m24.lua, line 1059: cutscene_play( CUTSCENE_MISSION_CTE_BRIDGE_SETUP, nil, { M24_navpoints.bridge_start, M24_navpoints.bridge_start_coop } )
                                                                                                                                                                                                                                                                                                                            • m24.lua, line 1133: cutscene_play(CUTSCENE_MISSION_CTE_LAIR_SETUP, nil, { M24_navpoints.killbane_fight_start, M24_navpoints.killbane_fight_start_coop})
                                                                                                                                                                                                                                                                                                                            • mm_a_01.lua, line 94: cutscene_play( MM_A_01_cutscene.angel_intro, nil, MM_A_01_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_a_02.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_a_03.lua, line 80: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_a_04.lua, line 85: --cutscene_play( MM_A_04_cutscene.angel_intro )
                                                                                                                                                                                                                                                                                                                            • mm_a_04.lua, line 91: cutscene_play( MM_A_04_cutscene.angel_outro, nil, MM_A_04_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_k_01.lua, line 95: cutscene_play( MM_K_01_cutscene.kinzie_intro, nil, MM_K_01_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_k_01.lua, line 135: --cutscene_play( MM_K_01_cutscene.kinzie_intro, nil, MM_K_01_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_k_02.lua, line 80: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_k_05.lua, line 88: cutscene_play( MM_K_05_cutscene.kinzie_outro, nil, MM_K_05_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_m1_5.lua, line 79: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_p_01.lua, line 89: cutscene_play( MM_P_01_cutscene, nil, MM_P_01_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_p_02.lua, line 89: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_p_03.lua, line 185: cutscene_play( MMP03_CUTSCENE_CTE_INTRO, nil, MM_P_03_checkpoint.start.navs, fade_in_after )
                                                                                                                                                                                                                                                                                                                            • mm_p_04.lua, line 86: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_p_05.lua, line 86: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_p_06.lua, line 99: cutscene_play( MM_P_06_cutscene.pierce_outro, nil, MM_P_06_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_p_06.lua, line 229: cutscene_play( MM_P_06_cutscene.pierce_outro, nil, MM_P_06_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • mm_p_06.lua, line 230: --cutscene_play( MM_P_06_cutscene.pierce_outro )
                                                                                                                                                                                                                                                                                                                            • mm_z_01.lua, line 100: cutscene_play( MM_Z_01_cutscene.zimos_intro, nil, nil, false )
                                                                                                                                                                                                                                                                                                                            • mm_z_03.lua, line 76: cutscene_play(CUTSCENE_MISSION_INTRO)
                                                                                                                                                                                                                                                                                                                            • mm_z_04.lua, line 86: --cutscene_play( MM_Z_04_cutscene.zimos_outro )
                                                                                                                                                                                                                                                                                                                            • mm_z_04.lua, line 91: cutscene_play( MM_Z_04_cutscene.zimos_outro, nil, MM_Z_04_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • sh01.lua, line 352: cutscene_play(SH01_CUTSCENE_MISSION_INTRO, nil, cutscene_navs, false)
                                                                                                                                                                                                                                                                                                                            • sh01.lua, line 495: cutscene_play( SH01_CUTSCENE_CTE, nil, teleports, false)
                                                                                                                                                                                                                                                                                                                            • sh02.lua, line 609: cutscene_play(SH02_CUTSCENE_MISSION_INTRO, nil, NAV_CP_START, false, false)
                                                                                                                                                                                                                                                                                                                            • sh02.lua, line 1022: cutscene_play(SH02_CUTSCENE_BRUTE_CTE, nil, nil, false)
                                                                                                                                                                                                                                                                                                                            • sh03.lua, line 489: cutscene_play(CUTSCENE_MISSION_INTRO, nil, sh03_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • sh04.lua, line 415: cutscene_play( CUTSCENE_ENTRANCE, nil, sh04_navs.cp_start, false )
                                                                                                                                                                                                                                                                                                                            • sh04.lua, line 649: cutscene_play( CUTSCENE_ENTRANCE )
                                                                                                                                                                                                                                                                                                                            • sh04.lua, line 796: cutscene_play( CUTSCENE_TAKE_MASK, nil, sh04_navs.post_cte, false )
                                                                                                                                                                                                                                                                                                                            cutscene_play_do true
                                                                                                                                                                                                                                                                                                                              1
                                                                                                                                                                                                                                                                                                                              • game_lib.lua, line 1361: cutscene_play_do(name, converted_group, converted_teleports, fade_in_after, wait_for_spawning)
                                                                                                                                                                                                                                                                                                                              cutscene_was_skipped true
                                                                                                                                                                                                                                                                                                                                2