khanat-code-old/code/ryzom/common/data_leveldesign/leveldesign/DFN/game_elem
2012-04-09 17:50:54 +02:00
..
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actionlist.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
aiaction.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
aiaction_aiming_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
aiaction_area_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
aiaction_combat_damage_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
aiaction_effect_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
aiaction_linkOTType.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
aiaction_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
armor.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
armorpiece.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
attack.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
attack_id.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
attack_list.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
attack_list_entry.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
attack_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
audioFX.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
body_to_bone.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
building.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
cast_ray.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
characterdamagelocalisationtable.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
civilisation.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
commission.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
continents.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
creature.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
damage_shield_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
deathpact.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
deposit.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
forage_source.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
gender.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
id_to_string.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
id_to_string_array.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
item.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
item.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
itemstat.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
law.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
light_cycle.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
localisation_size_adjustment_table.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
localisation_table.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
People.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
plant.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
race.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
range_weapon_type.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
region_list.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
role.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sitem.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky_color_gradient_info.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky_color_info.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky_color_mode.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky_object.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky_object_priority.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky_object_version.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
sky_ref_color.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
succes_chances_table.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
success_chances_table.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
town_list.typ Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
tribe.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
weather_function.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
weather_function_modifier.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
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weather_function_visual.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00
weather_setup.dfn Branched: #100 #167 #168 #794 #795 sound_dev 2012-04-09 17:50:54 +02:00