| add_scheduled_event(callback_data) | luaCharacter | |
| attack_state(character_target, who) | luaSimpleSoldier | |
| attention_state(character_attacker) | luaSimpleSoldier | |
| become_aggressive() | luaSimpleSoldier | |
| begin_state(_name) | luaCharacter | |
| character | luaCharacter | |
| character | luaCharacter | |
| DERIVED_CLASS | luaCharacter | |
| destroy() | luaCharacter | |
| die_now() | luaCharacter | |
| do_go_to_event(action, role, group, location, percent, time_window) | luaSimpleSoldier | |
| do_schedule_action(lua_class_name, group, message_string, location, percent, time_window) | luaSimpleSoldier | static |
| draw() | luaSimpleSoldier | |
| draw_line_from_self() | luaCharacter | |
| draw_path() | luaSimpleSoldier | |
| draw_point_select() | luaSimpleSoldier | |
| entry_point() | luaSimpleSoldier | |
| export_schedule_events() | luaSimpleSoldier | |
| fill_go_to_args(event_table_entry, arg_name, role_name) | luaSimpleSoldier | |
| flee_state() | luaSimpleSoldier | |
| follow_state(sender) | luaSimpleSoldier | |
| formation_state() | luaSimpleSoldier | |
| get_current_and_previous_states() | luaCharacter | |
| get_schedule_signals() | luaSimpleSoldier | |
| get_state_name(state_function, object) | luaCharacter | |
| get_ui_signals() | luaSimpleSoldier | |
| get_ui_state_label() | luaCharacter | |
| get_user_selected_character(_options) | luaCharacter | |
| get_user_selected_path(message, use_default_ui_draw_function) | luaSimpleSoldier | |
| get_user_selected_point(_options) | luaCharacter | |
| go_firm_state() | luaSimpleSoldier | |
| guard_state() | luaSimpleSoldier | |
| hunt_target_state(character_target, who) | luaSimpleSoldier | |
| init(arg0, arg1, arg2) | luaSimpleOpposingSoldier | |
| init_code | luaCharacter | |
| init_package() | luaSimpleOpposingSoldier | |
| internal_get_user_selected(options) | luaCharacter | |
| invoke_state(new_state, cleanup_function, extra_info) | luaCharacter | |
| is_new_state(ret) | luaCharacter | |
| knee_state() | luaSimpleSoldier | |
| MESSAGE_HANDLED | luaCharacter | |
| move_to_background_check() | luaSimpleSoldier | |
| move_to_path_state(path, message_type) | luaSimpleSoldier | |
| move_to_point_state(pos, message_type) | luaSimpleSoldier | |
| on_impact_callback() | luaSimpleSoldier | |
| on_target_acquired(character_target) | luaSimpleSoldier | |
| one_time_init() | luaCharacter | |
| patrol_state() | luaSimpleSoldier | |
| process_callbacks(message_object) | luaSimpleSoldier | |
| process_message(message_object) | luaSimpleSoldier | |
| process_message_attack(message_object) | luaSimpleSoldier | |
| process_message_attack_callbacks(message) | luaSimpleSoldier | |
| process_message_travel(message_object) | luaSimpleSoldier | |
| process_message_travel_callbacks(message) | luaSimpleSoldier | |
| process_messages_enroute(message_obj) | luaCharacter | |
| process_signals(message_object) | luaSimpleSoldier | |
| prone_state() | luaSimpleSoldier | |
| reset() | luaCharacter | |
| return_to_patrol_path_state() | luaSimpleSoldier | |
| scheduler_heartbeat() | luaCharacter | |
| send_message_to_character(to, from, msg_type, message, params) | luaCharacter | |
| simple_move_to_path_state(path, message_handler, bg_check_func, bg_check_freq, force_a_star) | luaCharacter | |
| simple_move_to_state(x, y, z, message_handler, bg_check_func, bg_check_freq, force_a_star) | luaCharacter | |
| sleep(duration) | luaCharacter | |
| sleep_ignore_messages(duration) | luaCharacter | |
| sleep_process_messages(duration, message_handler) | luaCharacter | |
| sleep_until(wake_time) | luaCharacter | |
| stand_state() | luaSimpleSoldier | |
| state_coroutine | luaCharacter | |
| state_manager(sender, message_type, message, params) | luaCharacter | |
| update_scheduler() | luaCharacter | |
| wait_for_message(message_to_wait_for, message_handler, bg_check_func, bg_freq) | luaCharacter | |
| wait_for_multichoice(...) | luaCharacter | |