const char * g_strATTACH_CAMERA
[AI] Command for attaching or associating the camera with an entity via script instructions.
const char * g_strANIMATION
[AI] Keyword used for tagging animation properties, types, or script commands.
const char * g_strACTION
[AI] Used as the key for defining an action or command block in game scripts.
const char * g_strHIDE_ON_STOP
[AI] Script keyword to hide an object upon completion or stoppage of an event or animation.
const char * g_strPATH
[AI] Name of a path for moving actors, objects or camera in the world scripting system.
const char * g_strTOP_TO_BOTTOM
[AI] Used when referencing objects laid out or animated from top to bottom.
const char * g_strSPEED
[AI] Used to read or set speed values for entities/animations via scripts or data files.
const char * g_strMAP
[AI] Script or configuration keyword for defining or referencing a map entity.
const char * g_strMUST_SUCCEED
[AI] Indicates that a command, script, or resource must complete successfully for script flow.
const char * g_strMUTE
[AI] Keyword for muting sound or disabling audio for an entity or context.
const char * g_parseExtraTokens
[AI] Delimiter tokens for parsing extra parameters in scripts or command strings.
const char * g_strRIGHT_TO_LEFT
[AI] Used when referencing objects laid out or animated from right to left.
const char * g_strLEFT_TO_RIGHT
[AI] Used when referencing objects laid out or animated from left to right.
const char * g_strTYPE
[AI] Used to denote the type or class of an object/action in scripts or data files.
const char * g_strHIT_ACTOR_SOUND
[AI] Key for specifying or triggering sounds to play when an actor is hit.
const char * g_strGRID
[AI] Used for identifying or interacting with grid-based maps or layouts.
const char * g_strVARIABLE
[AI] Used for referencing variable assignment or lookup in script commands or tables.
const char * g_strPTATCAM
[AI] Used to denote a script operation/keyword relating to the PTATCAM feature or module.
const char * g_strSOUND
[AI] Symbolic string used to reference sound effects or sound object properties in the scripting syst...
const char * g_strBMP_ISMAP
[AI] Denotes a BMP resource that acts as a map; used for interpreting image assets as collision/level...
const char * g_strSTYLE
[AI] String to specify styles, possibly for GUI, animation, or entity appearance.
const char * g_strTRIGGERS_SOURCE
[AI] Name used to reference identifiers for possible event triggers or references to triggers sources...
const char * g_strPERMIT_NAVIGATE
[AI] Script key for allowing or restricting player/entity navigation in a context.
const char * g_strOBJECT
[AI] Used when referencing or distinguishing object instances in script actions or variable assignmen...
const char * g_strFROM_PARENT
[AI] String indicating the data for fetching properties or configuration from a parent object.
const char * g_strCOLLIDEBOX
[AI] Denotes the collision box; used to specify bounding volume for collision in the world/entities.
const char * g_strTOGGLE
[AI] Used to toggle boolean states for properties or actions in scripting/config files.
const char * g_strBOTTOM_TO_TOP
[AI] Used when referencing objects laid out or animated from bottom to top.
const char * g_strFILLER_INDEX
[AI] Identifier string for special "filler" entity or material indices in definition files.
const char * g_strSUBST
[AI] Used to specify substitutions of names or resources in script or object instantiation.
const char * g_strVISIBILITY
[AI] Used when specifying visibility toggles or changes for objects/entities in scripting.
const char * g_strWORLD
[AI] Symbolic name used to reference a "WORLD" entity or property in scripts and object definitions.
const char * g_strAUTO_CREATE
[AI] Used to signal that an object or feature should be automatically created/initialized on load.
const char * g_strDB_CREATE
[AI] Used to indicate an entry should be created for a resource in a data block (DB) at load time.
const char * g_strANIMMAN_ID
[AI] Used to reference the animation manager identifier during entity or animation handling.
const char * g_strCOMP
[AI] Used to identify comparison operations, likely for variable or trigger checks in scripts.