Cutscene Script Commands
Comment
Place a comment in the script. Ignores all text after on the same line.
PlayAnim(actorName, animationName, tweenTime)
Plays an animation on a cutscene actor.
actorName (name) – The name of the cutscene actor
animationName (name) – The name of the animation
tweenTime (integer) – Unused. Just set to 0. Amount of time in ticks to blend to the animation.
PlaySpeech()
Does nothing.
PlayTune(fadeOutTime, musicName, loop, volume)
Plays music.
fadeOutTime (float) – The time in seconds the current music playing will fade out.
musicName (name) – The name of the music track.
loop (integer) – If is less than 1 will loop the music.
volume (integer 0..127) – Volume of music.
PositionActor(actorName, x, y, z, ax, ay, az)
Sets a cutscene actors position and rotation.
actorName (name) – The name of the cutscene actor.
x (float) – The actors X Position.
y (float) – The actors Y Position.
z (float) – The actors Z Position.
ax (float) – The actors X Rotation in degrees.
ay (float) – The actors Y Rotation in degrees.
az (float) – The actors Z Rotation in degrees.
DefineCamera(cameraID, x, y, z, ax, ay, az)
Setup a cameras position and rotation. Make it the active camera with SetCamera command.
cameraID (integer 0..19) – The camera to setup it's position and rotation.
x (float) – The cameras X Position.
y (float) – The cameras Y Position.
z (float) – The cameras Z Position.
ax (float) – The cameras X Rotation in degrees.
ay (float) – The cameras Y Rotation in degrees.
az (float) – The cameras Z Rotation in degrees.
SetCamera(cameraID)
Sets the camera to be active. You should have previously called the DefineCamera command with the same cameraID.
cameraID (integer 0..19) – The camera to set active.
SetCameraMode(CAMERAMODE_FIXED)
The camera will not move.
SetCameraMode(CAMERAMODE_MOVING)
The camera will move.
SetCameraMode(CAMERAMODE_LOOK_AT_ACTOR, actorName)
The camera will look at the center of the actor.
actorName (name) – The name of the cutscene actor
SetCameraMode(CAMERAMODE_REL_ACTOR, actorName, x, y, z)
The camera will look at the center of the actor with an offset.
actorName (name) – The name of the cutscene actor
x (float) – The X Offset
y (float) – The Y Offset
z (float) – The Z Offset
SetCameraMode(CAMERAMODE_FOLLOW_PATH, sourcePathIndex, destPathIndex, sourceSpeed, destSpeed, sourceFrame, destFrame)
The camera will follow a path.
sourcePathIndex (integer) – The index value of the paths array stored for the current cutscene. (Hardcoded)
destPathIndex (integer) – The index value of the paths array stored for the current cutscene. (Hardcoded)
sourceSpeed (integer) – The speed of the source path (is divided by 100).
destSpeed (integer) – The speed of the dest path (is divided by 100).
sourceFrame (integer) – The start frame of the source path.
destFrame (integer) – The start frame of the dest path.
SetScriptID(sceneID)
Sets up the dialog from the scene id.
sceneID (integer) – This value should be set to the id of the scene to play as defined in the
"cutscene\speech\script.txt" file.
<TITLE_SCENE00> for example has an id value of 0. The last 2 numbers (00) is the scene id.
ShowSubtitle(dialogID)
Shows the subtitles for the dialogID.
dialogID (integer) – This value should be set to the id of the dialog to display as defined in the
"cutscene\speech\script.txt" file.
STT0001S for example has an id value of 1. The last 2 numbers (01) is the dialog id.
SetTextColor(actorName, r, g, b)
Sets the color of the cutscene actors subtitles.
actorName (name) – The name of the cutscene actor.
r (integer 0..255) – red color value
g (integer 0..255) – green color value
b (integer 0..255) – blue color value
DefineSubtitle()
Does nothing.
WaitSubtitle()
Waits until no subtitles are showing and no speech audio is playing then continues to execute script commands.
EndSubtitle()
Stops showing current subtitle.
SetSector(sectorID)
Sets the players current sector if it exists.
sectorID (integer) – The sector to set to the players current sector.
ChangeSector(sectorID)
Sets the active camera sector if it exists.
sectorID (integer) – The sector to set to the active camera.
WaitTime(time)
Waits until a certain amount of time has passed then executes the next cutscene script.
time (float) - The amount of time in ticks to wait until the next cutscene script is executed.
CameraDampingOff(time)
Amount of time to stop damping the cameras position and rotation.
time (integer) - The amount of time in ticks to stop camera damping.
CameraPan(X, pan, panTime)
Pans the camera on the x axis.
pan (float) - The amount to pan the camera on the X axis.
panTime (float) - The amount of time in 1/4 ticks to Pan the cameras position.
CameraPan(Y, pan, panTime)
Pans the camera on the y axis.
pan (float) - The amount to pan the camera on the Y axis.
panTime (float) - The amount of time in 1/4 ticks to Pan the cameras position.
CameraPan(Z, pan, panTime)
Pans the camera on the z axis.
pan (float) - The amount to pan the camera on the Z axis.
panTime (float) - The amount of time in 1/4 ticks to Pan the cameras position.
ExitLevel(levelID)
Changes the level. You should use the ExitLevelPos command instead.
levelID (integer) - The level to change to.
ExitLevelPos(levelName, cutsceneName)
Changes the level and plays a starting cutscene.
levelName (name) - The name of the level to change to.
cutsceneName (name) - The name of the cutscene in that level to play.
LoadFlashFrame(texture, buffer)
Sets the flash frame texture.
texture (integer) - The texture to display.
1 = "flash/Victor.tga"
2 = "flash/Avery.tga"
3 = "flash/Marco.tga"
4 = "flash/Jack.tga"
5 = "flash/Milton.tga"
6 = "flash/Legion.tga"
7 = "flash/eclipse.TGA"
8 = "flash/luke.TGA"
9 = "flash/teddy.tga"
10 = "flash/secret.tga"
11 = "frontend/images/flash/000NOMIP.tga"
12 = "frontend/images/flash/001NOMIP.tga"
13 = "frontend/images/flash/002NOMIP.tga"
14 = "frontend/images/flash/003NOMIP.tga"
15 = "frontend/images/flash/004NOMIP.tga"
buffer (integer) - Unused. Just set to 0.
FlashFrame(texture, x, y, lifeSpan)
Sets the flash frame position and life span. Call the LoadFlashFrame command before this to set the texture.
texture (integer) - Unused. Just set to 0.
x (integer) - The X Position of the flash frame from the center of the screen.
y (integer) - The Y Position of the flash frame from the center of the screen.
lifeSpan (integer) - The life time of the flash frame in ticks. If value is less than 200 then this value is ignored.
Fade(type, lifeSpan, r, g, b)
Starts a screen fade.
type (integer) - The type of fade.
0 = Fade to color
1 = Fade to scene
2 = Make fade no longer active
3 = Fade to image
4 = Fade to load screen
5 = Fade from load screen
lifespan (integer) - Amount of time in ticks the fade is active.
r (integer 0..255) - The red color value of the fade when fading to color or scene.
g (integer 0..255) - The green color value of the fade when fading to color or scene.
b (integer 0..255) - The blue color value of the fade when fading to color or scene.
WaitFade()
Waits until the screen is no longer fading until executing the next cutscene script command.
InitMarkers(sceneID)
Loads speech level scene audio file and sets up markers from it. Call this command near the start of your script,
before using other marker commands.
sceneID (integer) – This value should be set to the id of the scene to play as defined in the
"cutscene\speech\script.txt" file.
<TITLE_SCENE00> for example has an id value of 0. The last 2 numbers (00) is the scene id.
WaitNextMarker()
Waits until the next speech audio marker is reached until executing the next cutscene script command.
WaitSubmarker(subPos)
Waits for a time between the previous and next markers until executing the next cutscene script command.
If the last marker was at 1 second in the audio speech file and the next marker is at 2 seconds and
you give a subPos of 0.5 then this will wait until the speech audio has played for 1.5 seconds.
subPos (float 0..1) - The amount from 0 to 1 to wait between the last marker and next marker.
AddItemToInventory(itemName)
Adds an item to your inventory
itemName (name) - The name of the item to add.
CreateSomething(objectName, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10)
Calls a function that will perform some action.
objectName (name) - The name of the object to create. (The function to call)
args (float) - All these args will function differently depending on the object created.
SetFlag(flagName)
Sets the cutscene flag.
flagName (name) - The name of the cutscene flag.
SetCameraPosition(x, y, z)
Sets the position of the camera.
x (float) - The X position of the camera.
y (float) - The Y position of the camera.
z (float) - The Z position of the camera.
SetCameraTarget(x, y, z)
Sets the point the camera will look.
x (float) - The X position where the camera will look at.
y (float) - The Y position where the camera will look at.
z (float) - The Z position where the camera will look at.
MoveCameraPosition(x, y, z, time)
Sets the position the camera will move to.
x (float) - The X position.
y (float) - The Y position.
z (float) - The Z position.
time (float) - The amount of time it takes to move to the position in 1/2 ticks.
MoveCameraTarget(x, y, z, time)
Sets the look point the camera will look to.
x (float) - The X position where the camera will move to look at.
y (float) - The Y position where the camera will move to look at.
z (float) - The Z position where the camera will move to look at.
time (float) - The amount of time it takes to look to the point in 1/2 ticks.
SetActorSector(actorName, sectorID)
Sets the cutscene actor to a sector.
actorName (name) - The name of the cutscene actor.
sectorID (integer) - The sector to assign to the actor.
SetActorsSector(actorName, sectorID)
Sets the cutscene actor to a sector. (Same as SetActorSector)
actorName (name) - The name of the cutscene actor.
sectorID (integer) - The sector to assign to the actor.
TurnShadowManTo(x, y, z)
Sets Shadow Man Yaw towards the point and runs toward the point.
x (float) - The X Position to turn towards.
y (float) - The Y Position to turn towards.
z (float) - The Z Position to turn towards.
SetCameraZoom(zoom)
Sets the zoom amount for the camera.
zoom (float) - The amount to zoom in. 1.0 = no zoom.
SetSkipMode(mode)
Re-enables or disables cutscene skipping.
mode (integer) - Set to 0 to disable skipping. Set to 1 to enable skipping of cutscenes (if you have a Stop command in the script).
ChangeGadTextures()
Updates the Gad textures on shadow man.
SetObjectState(actorName, state)
Sets the cutscene actors paramState value.
actorName (name) – The name of the cutscene actor.
state (integer) – The value to set to this actors paramState.
SetObjectForCreateSomething(actorName)
Sets the cutscene actor for use with the CreateSomething command.
actorName (name) – The name of the cutscene actor.
LipsState(state)
Enables or Disables mouth lip movements on cutscene actors.
state (integer) – Set this to a value of 1 to enable lip movements on cutscene actors.
CreateActor(actorName)
If the actor doesn't already exist then will spawn them. Will also turn off the actors No Draw flag.
The only actors that can spawn are: ACTOR_LEGION, ACTOR_JACK, ACTOR_AVERYMARX, ACTOR_BATRACHIAN,
ACTOR_LUKE, ACTOR_NETTIE, ACTOR_MIDFORM
actorName (name) – The name of the cutscene actor to spawn and show.
DestroyActor(actorName)
Removes the cutscene actor. Can only remove: ACTOR_NETTIE, ACTOR_LEGION, ACTOR_BATRACHIAN, ACTOR_TRUEFORM,
ACTOR_MIDFORM, ACTOR_LUKE
actorName (name) – The name of the cutscene actor to remove.
NoCameraMoveFix()
Disables fixed movement for the camera.
PlaySoundAbsolute(soundName, x, y, z)
Plays a sound at a certain position.
soundName (name) - The name of the sound to play.
x (float) - The X Position to play the sound.
y (float) - The Y Position to play the sound.
z (float) - The Z Position to play the sound.
PlaySoundRelative(soundName, x, y, z)
Plays a sound relative to the cameras position.
soundName (name) - The name of the sound to play.
x (float) - The X Position relative to the cameras X position.
y (float) - The Y Position relative to the cameras Y position.
z (float) - The Z Position relative to the cameras Z position.
PlaySound(soundName)
Plays a sound at full volume.
soundName (name) - The name of the sound to play. if is SFS_INTRO_NSWAMPLOOP then it will loop.
PlaySoundOnActor(soundName, actorName)
Plays a sound at the center of the actor.
soundName (name) - The name of the sound to play.
actorName (name) - The name of the cutscene actor to use as the position to play the sound.
ForceJoyPad(flags)
Performs an action on the player. If flags is 0 then controls will no longer be overridden.
flags (integer) – The actions to perform on the player. Set to 0 to no longer override controls.
Combine multiple actions at once by adding the values. 129 = Forward + Jump
Move Forward = 1
Move Backward = 2
Move Left = 4
Move Right = 8
Walk (Unused) = 16
Strafe = 32
Crouch = 64
Jump = 128
Hand Left = 256
Hand Right = 512
Use Action = 1024
VaryAnimSpeed(speed)
Changes the speed of all cutscene animations. can range from 3.5 to 35. 35 is normal speed. 3.5 is 0.1x speed.
speed (float) - Speed of all cutscene animations.
Stop()
Allows the player to skip the cutscene with a button press and if it is skipped the script will continue to execute
starting with the next command after this one. If the cutscene script reaches this command without the player
skipping then the cutscene will end here and no more script commands will be executed.
End()
Does nothing.
Names
Cutscene Flag Names
- CF_NETTIE_SCENE_0
- CF_INTRO_SCENE
- CF_BOAT_LOOP
- CF_JAUNTY_00
- CF_MARROWGATEOPEN
- CF_ZIGGURATSEEN
- CF_GOTTOUCHGAD
- CF_GOTWALKGAD
- CF_GOTSWIMGAD
- CF_GOTPOIGNE
- CF_MIKEHASBEENDEADSIDE
- CF_NIGHTHASFALLEN
- CF_SEENLUKE0
- CF_SEENLUKE1
- CF_SEENLUKE2
- CF_LUKE_00
- CF_A4_FLOORGONE
- CF_A4_FLOORHIDE
- CF_LUKEENDSCENE
- CF_MARCOINPRISONDONE
- CF_LEGION_DEAD
- CF_COLLAPSE_ASYLUM
Cutscene Item Names
- IDD_ACCUMULATOR
- IDD_ASSON
- IDD_BATON
- IDD_BOOKOFSHADOWS
- IDD_CADEAUX
- IDD_CALABASH
- IDD_DESERTEAGLE
- IDD_ECLIPSER
- IDD_ENGINEERSKEY
- IDD_ENSEIGNE
- IDD_FLAMBEAU
- IDD_FLASHLIGHT
- IDD_HEALTH
- IDD_LALUNE
- IDD_LALAME
- IDD_MARTEAU
- IDD_POIGNE
- IDD_PRISM
- IDD_PRISONCARD
- IDD_PROPHECY
- IDD_RETRACTOR
- IDD_SCHEMATIC
- IDD_SHADOWGUN
- IDD_SHOTGUN
- IDD_SHOTGUNAMMO
- IDD_SOLEIL
- IDD_TEDDY
- IDD_VIOLATOR
- IDD_VIOLATORAMMO
- IDD_SHOTGUN2
Cutscene Actor Names
- ACTOR_SHADOWMAN
- ACTOR_MIKE
- ACTOR_JAUNTY
- ACTOR_NETTIE
- ACTOR_BOAT
- ACTOR_LEGION
- ACTOR_JACK
- ACTOR_T1_TOUCHGADRINGTOP
- ACTOR_T1_TOUCHGADRINGBOTTOM
- ACTOR_T2_WALKGADRINGBOTTOM
- ACTOR_T3_TOUCHGADRINGTOP
- ACTOR_T3_TOUCHGADRINGBOTTOM
- ACTOR_AC_TRAIN
- ACTOR_LUKE
- ACTOR_AVERYMARX
- ACTOR_BATRACHIAN
- ACTOR_MILTON
- ACTOR_MARCO
- ACTOR_MIDFORM
- ACTOR_TRUEFORM
- ACTOR_IGGY
- ACTOR_FE_DUPPY
- ACTOR_YORT
- ACTOR_SERAPH
Cutscene Level Names
- LEVEL00_LOUISIANA_SWAMPLAND_DAY
- LEVEL01_NEW_YORK_TENEMENT_DAY
- LEVEL02_TEXAS_PRISON_DAY
- LEVEL03_LONDON_UNDERGROUND_DAY
- LEVEL04_FLORIDA_SUMMER_CAMP_DAY
- LEVEL05_MOJAVE_DESERT_SALVAGE_YARD_DAY
- LEVEL06_DEADSIDE_MARROW_GATES
- LEVEL07_DEADSIDE_WASTELAND
- LEVEL08_ASYLUM_STATION_1_GATEWAY
- LEVEL09_ASYLUM_STATION_2_EXPERIMENTATION_ROOMS
- LEVEL10_ASYLUM_STATION_3_SCHISM_CHAMBERS
- LEVEL11_ASYLUM_STATION_4_THE_DARK_ENGINE
- LEVEL12_GAD_TEMPLE_1_TOUCH_GAD
- LEVEL13_ASYLUM_HUB_1_THE_CAGEWAYS
- LEVEL14_ASYLUM_HUB_2_THE_PLAYROOMS
- LEVEL15_GAD_TEMPLE_2_WALK_GAD
- LEVEL16_ASYLUM_HUB_3_THE_LAVADUCTS
- LEVEL17_GAD_TEMPLE_3_SWIM_GAD
- LEVEL18_ASYLUM_HUB_4_THE_FOGOMETERS
- LEVEL19_LOUISIANA_SWAMPLAND_NIGHT
- LEVEL20_NEW_YORK_TENEMENT_NIGHT
- LEVEL21_TEXAS_PRISON_NIGHT
- LEVEL22_LONDON_UNDERGROUND_NIGHT
- LEVEL23_FLORIDA_SUMMER_CAMP_NIGHT
- LEVEL24_MOJAVE_DESERT_SALVAGE_YARD_NIGHT
- LEVEL25_INTRO_LEVEL
- LEVEL26_ASSAULT
- LEVEL27
Cutscene Music Names
- MUSIC_STOP
- MUSIC_L00_BACK
- MUSIC_L00_START
- MUSIC_L00_SWAMP1
- MUSIC_L00_SWAMP2
- MUSIC_L00_SWAMP3
- MUSIC_L00_SWAMP4
- MUSIC_L00_SWAMP5
- MUSIC_L00_SWAMP6
- MUSIC_L01_BACK
- MUSIC_L01_START
- MUSIC_L01_ACHIEVE
- MUSIC_L01_HORROR
- MUSIC_L01_TRIAL
- MUSIC_L02_BACK
- MUSIC_L02_START
- MUSIC_L02_BATTY
- MUSIC_L02_MARCO
- MUSIC_L02_MILTON_ALIVE
- MUSIC_L02_MILTON_DEAD
- MUSIC_L02_YARD
- MUSIC_L03_BACK
- MUSIC_L03_START
- MUSIC_L03_BATTLE
- MUSIC_L06_BACK
- MUSIC_L06_START
- MUSIC_L06_QUEST
- MUSIC_L06_ITEM
- MUSIC_L07_BACK
- MUSIC_L07_START
- MUSIC_L07_ACHIEVE
- MUSIC_L07_TRIAL
- MUSIC_L07_EPIC
- MUSIC_L07_EVENT
- MUSIC_L07_WASTE
- MUSIC_L08_BACK
- MUSIC_L08_START
- MUSIC_L08_ACHIEVE
- MUSIC_L08_EPIC
- MUSIC_L08_EVENT
- MUSIC_L08_CAR
- MUSIC_L10_BACK
- MUSIC_L10_START
- MUSIC_L10_AVERY
- MUSIC_L10_JACK
- MUSIC_L10_MARCO
- MUSIC_L10_MILTON
- MUSIC_L10_EPIC
- MUSIC_L11_BACK
- MUSIC_L11_START
- MUSIC_L11_LEGION
- MUSIC_L12_BACK
- MUSIC_L12_START
- MUSIC_L12_ACHIEVE
- MUSIC_L12_EPIC
- MUSIC_L12_EVENT
- MUSIC_L12_TRIAL
- MUSIC_L12_AWAKEN
- MUSIC_L12_ALT_BACK
- MUSIC_L13_BACK
- MUSIC_L13_START
- MUSIC_L13_QUEST
- MUSIC_L13_ITEM
- MUSIC_L14_BACK
- MUSIC_L14_START
- MUSIC_L14_CELL1
- MUSIC_L14_CELL2
- MUSIC_L14_CELL3
- MUSIC_L14_CELL4
- MUSIC_L14_CELL5
- MUSIC_L15_START
- MUSIC_L16_BACK
- MUSIC_L16_START
- MUSIC_L17_START
- MUSIC_L18_BACK
- MUSIC_L18_START
- MUSIC_TITLE_MAIN
- MUSIC_TITLE_MENU
- MUSIC_TITLE_ENDSEQ
- MUSIC_AREA51_UFO
- MUSIC_L04_BACK
- MUSIC_L04_MILTON_FIGHT
- MUSIC_L04_START
- MUSIC_L05_MARCO_DISCO
- MUSIC_L05_MARCO_DAYTIME
- MUSIC_L05_MARCO_DEAD
- MUSIC_L05_YARDWIND
- MUSIC_L06_OMINOUS
- MUSIC_L06_TENSE
- MUSIC_L07_BATTLE
- MUSIC_L09_BATTLE
- MUSIC_L09_BACK
- MUSIC_L09_START
- MUSIC_L10_ALT_BACK
- MUSIC_L13_ACHIEVE
- MUSIC_L13_EVENT
Cutscene Animation Names
Only listing common shadow man animations here as this list would be huge
- SHADOWMANANIM_NORMAL_STAND_ACTION
- SHADOWMANANIM_NORMAL_STAND_RELAX
- SHADOWMANANIM_CUTSCENE_RUNNING
- SHADOWMANANIM_NORMAL_FALL
- SHADOWMANANIM_IN_THE_BOAT
- NS_GAD_GRAB_RING
- NS_GAD_IDLE
- NS_GAD_PAIN
- NS_GAD_JUMP
Cutscene Object Names
- CS_SHADCHANGE - Changes the players mesh from Mike to Shadowman
- CS_DARKSOUL - Spawns a dark soul pickup in the cameras sector. First 3 args are the position and 4 arg is the Dark Soul ID.
- CS_REMOVE_DARKSOUL - Removes the last dark spawned from CS_DARKSOUL
- CS_HOLD_ECLIPSER - Put eclipser in shadowman's hands for eclipser 1 & 2 scenes
- CS_GIVE_ECLIPSER_TO_NETTIE - Pass eclipser object from shadowman to nettie
- CS_ECLIPSER_IN_SHADOWMAN - Pass eclipser from nettie to being stuck in shadowman's chest
- CS_REMOVE_ECLIPSER - Removes the eclipser shadowman's chest
- CS_REMOVE_ECLIPSER_COMPONENTS - Removes all 3 eclipser pieces from your inventory
- CS_GIVE_TEDDY - Removes any teddy or desert eagle objects in the cameras sector and equips the teddy in Shadowman's right hand and desert eagle in the left hand.
- CS_REMOVE_TEDDY - Removes teddy from Shadowman's right hand and removes the Teddy from your inventory
- CS_GIVE_BEAR_TO_LUKE - Luke will hold the teddy and Shadowman will not be holding anything in his right hand
- CS_LUKE_HIDES_BEAR - Luke no longer holds onto the teddy bear
- CS_REMOVE_BEAR - Removes the teddy bear after calling CS_LUKE_HIDES_BEAR
- CS_FREE_HANDS - Shadowman will be holding nothing in both hands
- CS_HOLD_BEAR - Shadowman will hold the teddy in his right hand
- CS_HOLD_DESERTEAGLE - Puts the Desert Eagle/Shadow Gun in Shadowmans right hand.
- CS_HOLD_SHADOWGUN - Puts the Desert Eagle/Shadow Gun in Shadowmans right hand.
- CS_FIRE_PISTOL - Shadowman fires a desert eagle or shadow gun shot from his right hand
- CS_FIRE_PISTOL_POS - Shadowman fires a desert eagle or shadow gun shot from his right hand at a position. First 3 args are the position.
- CS_FIRE_PISTOL_TARGET - Shadowman fires a desert eagle or shadow gun shot from his right hand at a cutscene actors position. Use SetObjectForCreateSomething before calling this command.
- CS_MILTON_HIDE_KNIFE - Changes AI to Milton without the knife.
- CS_MILTON_SHOW_KNIFE - Changes AI to Milton with the knife.
- CS_MILTON_FIRES - If milton exists he'll fire towards Shadowman.
- CS_MARCO_FIRES - If marco exists he'll fire towards Shadowman.
- CS_MARCO_FIRES2 - If marco exists he'll fire towards the target location. First 3 args are the position.
- CS_INNFIRETRAIL - Spawns the Show Me Inn Flame trail.
- CS_SPAWNEXPLOSION - Spawns Explosion fx. First 3 args are the position. 4th is the frame speed, 5th is the scale, 6th is the light time if 0 no light will spawn.
- CS_AVERY_FIRES - If avery exists he'll fire towards Shadowman.
- CS_DEMON_TROOPER - Spawns a True Form enemy in the cameras sector. First 3 args are position, next 3 are rotation. If in level 11 then they will do their badscene cutscene behaviour.
- CS_MAKE_IT_LIGHT - All sectors in the level get the sunlight color set to 185,146,72 and ambient color to 60,27,0
- CS_MAKE_IT_DARK - All sectors in the level get the sunlight color set to 44,74,105 and ambient color to 0,15,17
- CS_BLACKOUT - Won't draw the world or objects. Intended for the flash frames during eclipser scenes.
- CS_NO_BLACKOUT - Will disable CS_BLACKOUT
- CS_LEGION_BLAST - Legion fires a projectile at shadowman with his sword
- CS_SHAD_DIE_BEGIN - Bad ending chair of doom part 1
- CS_SHAD_DIE_MAXPAIN - Bad ending chair of doom part 2
- CS_SHAD_DIE_END - Bad ending chair of doom part 3
- CS_LEGN_DIE_POWERUP - Good ending transfer souls to legion part 1
- CS_LEGN_DIE_CHANNEL - Good ending transfer souls to legion part 2
- CS_LEGN_DIE_END - Good ending transfer souls to legion part 3
- CS_RUN_CREDITS - Run end game credits
- CS_KILL_BOAT_NOISE - Kills the looping sound from all SW_BOAT objects in the level
- CS_ENSURE_SHADOW_LEVEL9 - Sets current Shadow Level to 9
- CS_START_SOUL_DRAIN - Shadow Level starts draining to 0
- CS_ENSURE_SHADOW_LEVEL0 - Sets current Shadow Level to 0
- CS_THATS_ALL_FOLKS - End game and return to main menu
- CS_MUFFLE_GOVI - All Govis in the cameras current sector will have their looping heartbeat sound minimum distance reduced very low
- CS_UNMUFFLE_GOVI - All Govis in the cameras current sector will have their looping heartbeat sound minimum distance set back to normal
- CS_MUFFLE_PRISON_ALARM - All prison alarm looping sounds in the cameras current sector will have their minimum distance set very low
- CS_UNMUFFLE_PRISON_ALARM - All prison alarm looping sounds in the cameras current sector will have their minimum distance set back to normal
- CS_TEDDY_MUSIC_CONTROL - Sets the music to play depending on the level your in
- CS_REVEAL_TRUEFORM_LEGION - Does nothing
- CS_RESTORE_HANDS - Puts the weapons you had at the start of the cutscene back into both your hands
- CS_RESTORE_HANDLEFT - Puts the weapon you had at the start of the cutscene back into your left hand
- CS_RESTORE_HANDRIGHT - Puts the weapon you had at the start of the cutscene back into your right hand
CS_COLLECT_DARKSOUL - sets a Darksoul to “has been picked up”. First arg is the level (< 0 for current level), Second arg is the Dark Soul index. CS_SET_ATLEAST_SHADOW_LEVEL - sets shadow level if the target level is greater than the current shadow level. First arg is the target shadow level (0..10). CS_SET_SHADOW_LEVEL - sets shadow level to the target level. First arg is the target shadow level (0..10).