Nigdy nie została skopiowana na forum lista kompletna, autorstwa NicoDE z PB, a być może komuś i ona się przyda, choć nie zawiera opisów. Można mieć za to pewność że w przeciwieństwie do innych zbiorów, takich jak ten z exterlans.d czy prawdopodobnie wklejony przez Adanosa, te definicje są w 100% poprawne. Przy funkcjach które występują tylko w g2nk, jest to wyraźnie zaznaczone.
Spoiler
func void AI_AimAt (var instance n0, var instance n1) {};
func void AI_AlignToFP (var instance n0) {};
func void AI_AlignToWP (var instance n0) {};
func void AI_Ask (var instance n0, var func f1, var func f2) {};
func void AI_AskText (var instance n0, var func f1, var func f2, var string s3, var string s4) {};
func void AI_Attack (var instance n0) {};
func void AI_CanSeeNpc (var instance n0, var instance n1, var func f2) {};
func void AI_CombatReactToDamage (var instance n0) {};
func void AI_ContinueRoutine (var instance n0) {};
func void AI_Defend (var instance n0) {};
func void AI_Dodge (var instance n0) {};
func void AI_DrawWeapon (var instance n0) {};
func void AI_DropItem (var instance n0, var int i1) {};
func void AI_DropMob (var instance n0) {};
func void AI_EquipArmor (var instance n0, var int i1) {};
func void AI_EquipBestArmor (var instance n0) {};
func int AI_EquipBestMeleeWeapon (var instance n0) { return 0; };
func int AI_EquipBestRangedWeapon (var instance n0) { return 0; };
func void AI_FinishingMove (var instance n0, var instance n1) {};
func void AI_Flee (var instance n0) {};
func void AI_GotoFP (var instance n0, var string s1) {};
func void AI_GotoItem (var instance n0, var instance n1) {};
func void AI_GotoNextFP (var instance n0, var string s1) {};
func void AI_GotoNpc (var instance n0, var instance n1) {};
func void AI_GotoSound (var instance n0) {};
func void AI_GotoWP (var instance n0, var string s1) {};
func void AI_LookAt (var instance n0, var string s1) {};
func void AI_LookAtNpc (var instance n0, var instance n1) {};
// Gothic I only
func void AI_LookForItem (var instance n0, var int i1) {};
func void AI_Output (var instance n0, var instance n1, var string s2) {};
func void AI_OutputSVM (var instance n0, var instance n1, var string s2) {};
func void AI_OutputSVM_Overlay (var instance n0, var instance n1, var string s2) {};
func void AI_PlayAni (var instance n0, var string s1) {};
func void AI_PlayAniBS (var instance n0, var string s1, var int i2) {};
func void AI_PlayCutscene (var instance n0, var string s1) {};
// Gothic II only
func void AI_PlayFX (var instance n0, var instance n1, var string s2) {};
func void AI_PointAt (var instance n0, var string s1) {};
func void AI_PointAtNpc (var instance n0, var instance n1) {};
// Gothic II only
func int AI_PrintScreen (var string s0, var int i1, var int i2, var string s3, var int i4) { return 0; };
func void AI_ProcessInfos (var instance n0) {};
func void AI_QuickLook (var instance n0, var instance n1) {};
func void AI_ReadyMeleeWeapon (var instance n0) {};
func void AI_ReadyRangedWeapon (var instance n0) {};
func void AI_ReadySpell (var instance n0, var int i1, var int i2) {};
func void AI_RemoveWeapon (var instance n0) {};
func void AI_SetNpcsToState (var instance n0, var func f1, var int i2) {};
func void AI_SetWalkMode (var instance n0, var int i1) {};
func void AI_ShootAt (var instance n0, var instance n1) {};
// Gothic II only
func void AI_Snd_Play (var instance n0, var string s1) {};
// Gothic II only
func void AI_Snd_Play3D (var instance n0, var instance n1, var string s2) {};
func void AI_StandUp (var instance n0) {};
func void AI_StandUpQuick (var instance n0) {};
func void AI_StartState (var instance n0, var func f1, var int i2, var string s3) {};
func void AI_StopAim (var instance n0) {};
// Gothic II only
func void AI_StopFX (var instance n0, var string s1) {};
func void AI_StopLookAt (var instance n0) {};
func void AI_StopPointAt (var instance n0) {};
func void AI_StopProcessInfos (var instance n0) {};
func void AI_TakeItem (var instance n0, var instance n1) {};
func void AI_TakeMob (var instance n0, var string s1) {};
func void AI_Teleport (var instance n0, var string s1) {};
func void AI_TurnAway (var instance n0, var instance n1) {};
func void AI_TurnToNpc (var instance n0, var instance n1) {};
func void AI_TurnToSound (var instance n0) {};
func void AI_UnequipArmor (var instance n0) {};
func void AI_UnequipWeapons (var instance n0) {};
func void AI_UnreadySpell (var instance n0) {};
func void AI_UseItem (var instance n0, var int i1) {};
func void AI_UseItemToState (var instance n0, var int i1, var int i2) {};
func int AI_UseMob (var instance n0, var string s1, var int i2) { return 0; };
func void AI_Wait (var instance n0, var float r1) {};
func void AI_WaitForQuestion (var instance n0, var func f1) {};
func void AI_WaitMS (var instance n0, var int i1) {};
func void AI_WaitTillEnd (var instance n0, var instance n1) {};
func void AI_WhirlAround (var instance n0, var instance n1) {};
func void AI_WhirlAroundToSource (var instance n0) {};
// Menu.src only
func void Apply_Options_Audio () {};
// Menu.src only
func void Apply_Options_Controls () {};
// Menu.src only
func void Apply_Options_Game () {};
// Menu.src only
func void Apply_Options_Performance () {};
// Menu.src only
func void Apply_Options_Video () {};
func string ConcatStrings (var string s0, var string s1) { return ""; };
func void CreateInvItem (var instance n0, var int i1) {};
func void CreateInvItems (var instance n0, var int i1, var int i2) {};
func int Doc_Create () { return 0; };
func int Doc_CreateMap () { return 0; };
func void Doc_Font (var string s0) {};
func void Doc_MapCoordinates (var string s0, var float r1, var float r2, var float r3, var float r4, var float r5, var float r6, var float r7, var float r8) {};
func void Doc_Open (var string s0) {};
func void Doc_Print (var string s0) {};
func void Doc_PrintLine (var int i0, var int i1, var string s2) {};
func void Doc_PrintLines (var int i0, var int i1, var string s2) {};
func void Doc_SetFont (var int i0, var int i1, var string s2) {};
func void Doc_SetLevel (var int i0, var string s1) {};
// Gothic II only
func void Doc_SetLevelCoords (var int i0, var int i1, var int i2, var int i3, var int i4) {};
func void Doc_SetMargins (var int i0, var int i1, var int i2, var int i3, var int i4, var int i5, var int i6) {};
func void Doc_SetPage (var int i0, var int i1, var string s2, var int i3) {};
func void Doc_SetPages (var int i0, var int i1) {};
func void Doc_Show (var int i0) {};
func void EquipItem (var instance n0, var int i1) {};
func void ExitGame () {};
// Gothic II only
func void ExitSession () {};
func int FloatToInt (var float r0) { return 0; };
func string FloatToString (var float r0) { return ""; };
// Gothic II only, german only
func int Game_InitGerman () { return 0; };
// Gothic II only, english only
func int Game_InitEnglish () { return 0; };
func int Hlp_CutscenePlayed (var string s0) { return 0; };
func int Hlp_GetInstanceID (var instance n0) { return 0; };
func instance Hlp_GetNpc (var int i0) { return null; };
func int Hlp_IsItem (var instance n0, var int i1) { return 0; };
func int Hlp_IsValidItem (var instance n0) { return 0; };
func int Hlp_IsValidNpc (var instance n0) { return 0; };
func int Hlp_Random (var int i0) { return 0; };
func int Hlp_StrCmp (var string s0, var string s1) { return 0; };
func void Info_AddChoice (var int i0, var string s1, var func f2) {};
func void Info_ClearChoices (var int i0) {};
func int InfoManager_HasFinished () { return 0; };
func void IntroduceChapter (var string s0, var string s1, var string s2, var string s3, var int i4) {};
func float IntToFloat (var int i0) { return 0.0; };
func string IntToString (var int i0) { return ""; };
func void Log_AddEntry (var string s0, var string s1) {};
func void Log_CreateTopic (var string s0, var int i1) {};
func void Log_SetTopicStatus (var string s0, var int i1) {};
func void Mdl_ApplyOverlayMDS (var instance n0, var string s1) {};
func void Mdl_ApplyOverlayMdsTimed (var instance n0, var string s1, var int i2) {};
func void Mdl_ApplyRandomAni (var instance n0, var string s1, var string s2) {};
func void Mdl_ApplyRandomAniFreq (var instance n0, var string s1, var float r2) {};
func void Mdl_ApplyRandomFaceAni (var instance n0, var string s1, var float r2, var float r3, var float r4, var float r5, var float r6) {};
func void Mdl_RemoveOverlayMDS (var instance n0, var string s1) {};
func void Mdl_SetModelFatness (var instance n0, var float r1) {};
func void Mdl_SetModelScale (var instance n0, var float r1, var float r2, var float r3) {};
func void Mdl_SetVisual (var instance n0, var string s1) {};
func void Mdl_SetVisualBody (var instance n0, var string s1, var int i2, var int i3, var string s4, var int i5, var int i6, var int i7) {};
func void Mdl_StartFaceAni (var instance n0, var string s1, var float r2, var float r3) {};
func void Mis_AddMissionEntry (var instance n0, var string s1) {};
func int Mis_GetStatus (var int i0) { return 0; };
func int Mis_OnTime (var int i0) { return 0; };
func void Mis_RemoveMission (var instance n0) {};
func void Mis_SetStatus (var int i0, var int i1) {};
func void Mob_CreateItems (var string s0, var int i1, var int i2) {};
func int Mob_HasItems (var string s0, var int i1) { return 0; };
func int Npc_AreWeStronger (var instance n0, var instance n1) { return 0; };
func int Npc_CanSeeItem (var instance n0, var instance n1) { return 0; };
func int Npc_CanSeeNpc (var instance n0, var instance n1) { return 0; };
func int Npc_CanSeeNpcFreeLOS (var instance n0, var instance n1) { return 0; };
func int Npc_CanSeeSource (var instance n0) { return 0; };
func void Npc_ChangeAttribute (var instance n0, var int i1, var int i2) {};
func int Npc_CheckAvailableMission (var instance n0, var int i1, var int i2) { return 0; };
func int Npc_CheckInfo (var instance n0, var int i1) { return 0; };
func int Npc_CheckOfferMission (var instance n0, var int i1) { return 0; };
func int Npc_CheckRunningMission (var instance n0, var int i1) { return 0; };
func void Npc_ClearAIQueue (var instance n0) {};
// Gothic II only
func void Npc_ClearInventory (var instance n0) {};
func void Npc_CreateSpell (var instance n0, var int i1) {};
func int Npc_DeleteNews (var instance n0, var int i1) { return 0; };
func void Npc_ExchangeRoutine (var instance n0, var string s1) {};
func int Npc_GetActiveSpell (var instance n0) { return 0; };
func int Npc_GetActiveSpellCat (var instance n0) { return 0; };
// Gothic II only
func int Npc_GetActiveSpellIsScroll (var instance n0) { return 0; };
func int Npc_GetActiveSpellLevel (var instance n0) { return 0; };
func int Npc_GetAttitude (var instance n0, var instance n1) { return 0; };
func int Npc_GetBodyState (var instance n0) { return 0; };
func int Npc_GetComrades (var instance n0) { return 0; };
func string Npc_GetDetectedMob (var instance n0) { return ""; };
func int Npc_GetDistToItem (var instance n0, var instance n1) { return 0; };
func int Npc_GetDistToNpc (var instance n0, var instance n1) { return 0; };
func int Npc_GetDistToPlayer (var instance n0) { return 0; };
func int Npc_GetDistToWP (var instance n0, var string s1) { return 0; };
func instance Npc_GetEquippedArmor (var instance n0) { return null; };
func instance Npc_GetEquippedMeleeWeapon (var instance n0) { return null; };
func instance Npc_GetEquippedRangedWeapon (var instance n0) { return null; };
func int Npc_GetGuildAttitude (var instance n0, var instance n1) { return 0; };
// Gothic II only
func int Npc_GetHeightToItem (var instance n0, var instance n1) { return 0; };
// Gothic II only
func int Npc_GetHeightToNpc (var instance n0, var instance n1) { return 0; };
func int Npc_GetInvItem (var instance n0, var int i1) { return 0; };
func int Npc_GetInvItemBySlot (var instance n0, var int i1, var int i2) { return 0; };
// Gothic II only
func int Npc_GetLastHitSpellCat (var instance n0) { return 0; };
// Gothic II only
func int Npc_GetLastHitSpellID (var instance n0) { return 0; };
// Gothic II only
func instance Npc_GetLookAtTarget (var instance n0) { return null; };
func string Npc_GetNearestWP (var instance n0) { return ""; };
func instance Npc_GetNewsOffender (var instance n0, var int i1) { return null; };
func instance Npc_GetNewsVictim (var instance n0, var int i1) { return null; };
func instance Npc_GetNewsWitness (var instance n0, var int i1) { return null; };
func int Npc_GetNextTarget (var instance n0) { return 0; };
func string Npc_GetNextWP (var instance n0) { return ""; };
func int Npc_GetPermAttitude (var instance n0, var instance n1) { return 0; };
// Gothic II only
func int Npc_GetPortalGuild (var instance n0) { return 0; };
// Gothic II only
func instance Npc_GetPortalOwner (var instance n0) { return null; };
func instance Npc_GetReadiedWeapon (var instance n0) { return null; };
func int Npc_GetStateTime (var instance n0) { return 0; };
func int Npc_GetTalentSkill (var instance n0, var int i1) { return 0; };
func int Npc_GetTalentValue (var instance n0, var int i1) { return 0; };
func int Npc_GetTarget (var instance n0) { return 0; };
func int Npc_GetTrueGuild (var instance n0) { return 0; };
func int Npc_GiveInfo (var instance n0, var int i1) { return 0; };
func void Npc_GiveItem (var instance n0, var int i1, var instance n2) {};
func int Npc_HasBodyFlag (var instance n0, var int i1) { return 0; };
func int Npc_HasDetectedNpc (var instance n0, var instance n1) { return 0; };
func int Npc_HasEquippedArmor (var instance n0) { return 0; };
func int Npc_HasEquippedMeleeWeapon (var instance n0) { return 0; };
func int Npc_HasEquippedRangedWeapon (var instance n0) { return 0; };
func int Npc_HasEquippedWeapon (var instance n0) { return 0; };
func int Npc_HasItems (var instance n0, var int i1) { return 0; };
func int Npc_HasNews (var instance n0, var int i1, var instance n2, var instance n3) { return 0; };
func int Npc_HasOffered (var instance n0, var instance n1, var int i2) { return 0; };
func int Npc_HasRangedWeaponWithAmmo (var instance n0) { return 0; };
func int Npc_HasReadiedMeleeWeapon (var instance n0) { return 0; };
func int Npc_HasReadiedRangedWeapon (var instance n0) { return 0; };
func int Npc_HasReadiedWeapon (var instance n0) { return 0; };
func int Npc_HasSpell (var instance n0, var int i1) { return 0; };
func int Npc_IsAiming (var instance n0, var instance n1) { return 0; };
func int Npc_IsDead (var instance n0) { return 0; };
func int Npc_IsDetectedMobOwnedByGuild (var instance n0, var int i1) { return 0; };
func int Npc_IsDetectedMobOwnedByNpc (var instance n0, var instance n1) { return 0; };
// Gothic II only
func int Npc_IsDrawingSpell (var instance n0) { return 0; };
// Gothic II only
func int Npc_IsDrawingWeapon (var instance n0) { return 0; };
func int Npc_IsInCutscene (var instance n0) { return 0; };
func int Npc_IsInFightMode (var instance n0, var int i1) { return 0; };
// Gothic II only
func int Npc_IsInPlayersRoom (var instance n0) { return 0; };
func int Npc_IsInRoutine (var instance n0, var func f1) { return 0; };
func int Npc_IsInState (var instance n0, var func f1) { return 0; };
func int Npc_IsNear (var instance n0, var instance n1) { return 0; };
func int Npc_IsNewsGossip (var instance n0, var int i1) { return 0; };
func int Npc_IsNextTargetAvailable (var instance n0) { return 0; };
func int Npc_IsOnFP (var instance n0, var string s1) { return 0; };
func int Npc_IsPlayer (var instance n0) { return 0; };
func int Npc_IsPlayerInMyRoom (var instance n0) { return 0; };
func int Npc_IsVoiceActive (var instance n0) { return 0; };
func int Npc_IsWayBlocked (var instance n0) { return 0; };
func int Npc_KnowsInfo (var instance n0, var int i1) { return 0; };
func int Npc_KnowsPlayer (var instance n0, var instance n1) { return 0; };
func void Npc_LearnSpell (var instance n0, var int i1) {};
func void Npc_MemoryEntry (var instance n0, var int i1, var instance n2, var int i3, var instance n4) {};
func void Npc_MemoryEntryGuild (var instance n0, var int i1, var instance n2, var int i3, var instance n4) {};
func int Npc_OwnedByGuild (var instance n0, var int i1) { return 0; };
func int Npc_OwnedByNpc (var instance n0, var instance n1) { return 0; };
func void Npc_PercDisable (var instance n0, var int i1) {};
func void Npc_PerceiveAll (var instance n0) {};
func void Npc_PercEnable (var instance n0, var int i1, var func f2) {};
func void Npc_PlayAni (var instance n0, var string s1) {};
func int Npc_RefuseTalk (var instance n0) { return 0; };
func int Npc_RemoveInvItem (var instance n0, var int i1) { return 0; };
func int Npc_RemoveInvItems (var instance n0, var int i1, var int i2) { return 0; };
func void Npc_SendPassivePerc (var instance n0, var int i1, var instance n2, var instance n3) {};
func void Npc_SendSinglePerc (var instance n0, var instance n1, var int i2) {};
func int Npc_SetActiveSpellInfo (var instance n0, var int i1) { return 0; };
func void Npc_SetAttitude (var instance n0, var int i1) {};
func void Npc_SetKnowsPlayer (var instance n0, var instance n1) {};
func void Npc_SetPercTime (var instance n0, var float r1) {};
func void Npc_SetRefuseTalk (var instance n0, var int i1) {};
func void Npc_SetStateTime (var instance n0, var int i1) {};
func void Npc_SetTalentSkill (var instance n0, var int i1, var int i2) {};
func void Npc_SetTalentValue (var instance n0, var int i1, var int i2) {};
func void Npc_SetTarget (var instance n0, var instance n1) {};
func void Npc_SetTempAttitude (var instance n0, var int i1) {};
func void Npc_SetToFightMode (var instance n0, var int i1) {};
func void Npc_SetToFistMode (var instance n0) {};
func int Npc_SetTrueGuild (var instance n0, var int i1) { return 0; };
func int Npc_StartItemReactModules (var instance n0, var instance n1, var instance n2) { return 0; };
// Gothic II only
func void Npc_StopAni (var instance n0, var string s1) {};
func int Npc_WasInState (var instance n0, var func f1) { return 0; };
func int Npc_WasPlayerInMyRoom (var instance n0) { return 0; };
func void Perc_SetRange (var int i0, var int i1) {};
// Menu.src too
func int PlayVideo (var string s0) { return 0; };
// Gothic II only
func int PlayVideoEx (var string s0, var int i1, var int i2) { return 0; };
func void Print (var string s0) {};
func void PrintDebug (var string s0) {};
func void PrintDebugCh (var int i0, var string s1) {};
func void PrintDebugInst (var string s0) {};
func void PrintDebugInstCh (var int i0, var string s1) {};
func int PrintDialog (var int i0, var string s1, var int i2, var int i3, var string s4, var int i5) { return 0; };
func void PrintMulti (var string s0, var string s1, var string s2, var string s3, var string s4) {};
func int PrintScreen (var string s0, var int i1, var int i2, var string s3, var int i4) { return 0; };
func void Rtn_Exchange (var string s0, var string s1) {};
func void SetPercentDone (var int i0) {};
func int Snd_GetDistToSource (var instance n0) { return 0; };
func int Snd_IsSourceItem (var instance n0) { return 0; };
func int Snd_IsSourceNpc (var instance n0) { return 0; };
func void Snd_Play (var string s0) {};
func void Snd_Play3D (var instance n0, var string s1) {};
func void TA (var instance n0, var int i1, var int i2, var func f3, var string s4) {};
func void TA_BeginOverlay (var instance n0) {};
func void TA_CS (var instance n0, var string s1, var string s2) {};
func void TA_EndOverlay (var instance n0) {};
func void TA_Min (var instance n0, var int i1, var int i2, var int i3, var int i4, var func f5, var string s6) {};
func void TA_RemoveOverlay (var instance n0) {};
func void Tal_Configure (var int i0, var int i1) {};
// Menu.src only
func void Update_ChoiceBox (var string s0) {};
func void Wld_AssignRoomToGuild (var string s0, var int i1) {};
func void Wld_AssignRoomToNpc (var string s0, var instance n1) {};
func int Wld_DetectItem (var instance n0, var int i1) { return 0; };
func int Wld_DetectNpc (var instance n0, var int i1, var func f2, var int i3) { return 0; };
func int Wld_DetectNpcEx (var instance n0, var int i1, var func f2, var int i3, var int i4) { return 0; };
// Gothic II only
func int Wld_DetectNpcExAtt (var instance n0, var int i1, var func f2, var int i3, var int i4, var int i5) { return 0; };
func int Wld_DetectPlayer (var instance n0) { return 0; };
func void Wld_ExchangeGuildAttitudes (var string s0) {};
func int Wld_GetDay () { return 0; };
func int Wld_GetFormerPlayerPortalGuild () { return 0; };
func instance Wld_GetFormerPlayerPortalOwner () { return null; };
func int Wld_GetGuildAttitude (var int i0, var int i1) { return 0; };
func int Wld_GetMobState (var instance n0, var string s1) { return 0; };
func int Wld_GetPlayerPortalGuild () { return 0; };
func instance Wld_GetPlayerPortalOwner () { return null; };
func void Wld_InsertItem (var int i0, var string s1) {};
func void Wld_InsertNpc (var int i0, var string s1) {};
func void Wld_InsertNpcAndRespawn (var int i0, var string s1, var int i2) {};
func void Wld_InsertObject (var string s0, var string s1) {};
func int Wld_IsFpAvailable (var instance n0, var string s1) { return 0; };
func int Wld_IsMobAvailable (var instance n0, var string s1) { return 0; };
func int Wld_IsNextFpAvailable (var instance n0, var string s1) { return 0; };
// Gothic II only
func int Wld_IsRaining () { return 0; };
func int Wld_IsTime (var int i0, var int i1, var int i2, var int i3) { return 0; };
func void Wld_PlayEffect (var string s0, var instance n1, var instance n2, var int i3, var int i4, var int i5, var int i6) {};
func int Wld_RemoveItem (var instance n0) { return 0; };
func void Wld_RemoveNpc (var int i0) {};
func void Wld_SendTrigger (var string s0) {};
func void Wld_SendUntrigger (var string s0) {};
func void Wld_SetGuildAttitude (var int i0, var int i1, var int i2) {};
func void Wld_SetMobRoutine (var int i0, var int i1, var string s2, var int i3) {};
func void Wld_SetObjectRoutine (var int i0, var int i1, var string s2, var int i3) {};
func void Wld_SetTime (var int i0, var int i1) {};
func void Wld_SpawnNpcRange (var instance n0, var int i1, var int i2, var float r3) {};
// Gothic II only
func void Wld_StopEffect (var string s0) {};
Powinno być oczywiście func - to tylko kolejny raz pokazuje że externals.d to tylko notatniczek nie mający znaczenia dla silnika.