Global

Global commands available simply using the Game prefix without needing to call a specific game system. For game system related commands, see Systems.

Game.AddDebugFact(fact) โœ…

Adds a fact with the specified name to the game's FactDB. By default, this fact will be set to 1.

Game.AddDebugFact("factname", value)

Game.AddExp(stringType, stringVal) โœ…

Add experience in a field. Use the dictionary stringType to use.

Game.AddExp("Strength", 12345)

Game.AddItems(type, amount) โ“

WIP

Game.AddPlayerStatPoolBonus(statPoolTypeString, bonusValueString, persistance, percentage)โ“

WIP

Game.AddRecord(tweak)โ“

WIP

Game.AddStatModifier(type, value, modType) โœ…

Game.AddStatModifier("CritChance", 100, "Additive")

The first argument is the enum value from gamedataStatType, the second argument is a float value to apply to the stat (you can use negatives to negate or remove a buff you may have given yourself prior, like say to remove that above +100% crit chance, use -100). The third argument is from gameStatModifierType and can be Additive, AdditiveMultiplier or Multiplier.

Note: This isn't just used for the player, but for entities in general, so many values won't have any noticeable effect when applied to the player.

Game.AddToInventory(itemString, quantityString) โœ…

Add the itemString, by the number specified in quantityString.

For a list of items, you have

Example:

Game.AddToInventory("Items.PowerfulFabricEnhancer04", 1)
Game.AddToInventory("Items.SimpleWeaponMod08", 1)

Game.AnimationSystemSetForcedVisibleFalseTest()โ“โ€‹

WIP

Game.AnimationSystemSetForcedVisibleTrueTest() โ“โ€‹

WIP

Game.AnimWrapperWeightSetterTest(keyStr, valueStr) โ“โ€‹

WIP

Game.APE(perk, level) โ“

WIP

Game.ApplyDecayData(statPoolTypeString, rangeBeginString, rangeEndString, startDelayString, valuePerSecString, delayOnChangeString) โ“

WIP

Game.ApplyDecayModifier(statPoolTypeString, statPoolModName) โ“

WIP

Game.ApplyEffectOnNPC(effect) โœ…

Applies specified status effect to an NPC that the player is looking at within a reasonable range. Currently only Base Status Effects have been documented. Refer to the list of these effects in the Base Status Effects page.

Game.ApplyEffectOnNPC("BaseStatusEffect.Bleeding")

The desired effect must be passed as a string with it's effect type prepended. The example on display applies 'Bleeding' which is a 'BaseStatusEffect' effect type.

Game.ApplyEffectOnPlayer(effect) โœ…

Applies specified status effect to the player. Currently only Base Status Effects have been documented. Refer to the list of these effects in the Base Status Effects page.

Game.ApplyEffectOnPlayer("BaseStatusEffect.Burning")

The desired effect must be passed as a string with it's effect type prepended. The example on display applies 'Burning' which is a 'BaseStatusEffect' effect type.

Game.ApplyGLP(value) โ“โ€‹

WIP

Game.ApplyRegenData(statPoolTypeString, rangeBeginString, rangeEndString, startDelayString, valuePerSecString, delayOnChangeString) โ“โ€‹

WIP

Game.ApplyRegenModifier(statPoolTypeString, statPoolModName)โ“โ€‹

WIP

Game.awacstest()โ“โ€‹

WIP

Game.BlockSwitchSeats(block)โ“โ€‹

WIP

Game.BreachAllNetworks(radius)โ“โ€‹

WIP

Game.BreachNearestAP()โ“โ€‹

WIP

Game.BreakEffectLoop()โ“โ€‹

WIP

Game.BuyAtt(stringType)โ“โ€‹

WIP

Game.BuyItem(item)โ“โ€‹

WIP

Game.BuyPerk(pString)โ“โ€‹

WIP

Game.CGLP()โ“โ€‹

WIP

Game.ChangeArea()โ“โ€‹

No effect currently.

Game.ChangeStatPoolVal(type, value, subtract, percentage)โ“โ€‹

WIP

Game.ChangeZoneIndicatorDanger() โœ…

Add AREA:HOSTILE indicator to the minimap

Game.ChangeZoneIndicatorDanger()

Game.ChangeZoneIndicatorPublic() โœ…

Remove any AREA indicator

Game.ChangeZoneIndicatorPublic()

Game.ChangeZoneIndicatorRestricted() โ“โ€‹

WIP

Game.ChangeZoneIndicatorSafe() โœ…

Add AREA:SAFE indicator to the minimap

Game.CheatExposeNPCQuickHacks()โ“โ€‹

WIP

Game.CheckFactValue(fact) โœ…

Checks the value of a specified fact within the FactDB. Returns 0 if there is no fact found with the given name. A database of facts can be found here.

Game.CheckDebugFact("q000_vr_tutorial_skipped")

Returns

Fact testfact: 1

Game.ClearEquipment() โœ…

Make the char naked and remove cyberwear

Game.ClearEquipment()

Game.CLS_off()โ“

WIP

Game.CLS_on()โ“

WIP

Game.CLS_reset()โ“

WIP

Game.CreateDebugStimuli(stimType, activeStim)โ“

WIP

Game.cset()โ“

WIP

Game.DamagePlayer(TEMP_dmg, dmgType, percentage)โ“

WIP

Game.DbgBraindanceIsActive() โœ…

Returns whether or not the player is in an active braindance sequence.

Game.DbgBraindanceIsActive()

Returns

Braindance active: FALSE

Game.DbgBraindanceIsPaused()โ“

WIP

Game.DbgBraindancePlayDirection()โ“

WIP

Game.DbgBraindancePlaySpeed()โ“

WIP

Game.DbgBraindanceProgress()โ“

WIP

Game.DbgBraindanceSetPlayDirection(direction)โ“

WIP

Game.DbgBraindanceSetPlaySpeed(speed)โ“

WIP

Game.DbgBraindanceTimeInSec()โ“

WIP

Game.DbgDvs(shouldDebug)โ“

WIP

Game.DD(shouldDebug)โ“

WIP

Game.DebugDevices(shouldDebug)โ“

WIP

Game.DebugNPC(durationStr)โ“

WIP

Game.DebugNPCs(durationStr, radiusStr, moveWithPlayerStr)โ“

WIP

Game.DebugReward(rewardDef)โ“

WIP

Game.DebugSS(val)โ“

WIP

Game.debug_AddLog()โ“

WIP

Game.Debug_WeaponSpread(useCircularDistribution, useEvenDistribution, rowCount, projectilesPerShot)

WIP

Game.Debug_WeaponSpread_RandomCircular()

WIP

Game.Debug_WeaponSpread_RandomGrid()โ“

WIP

Game.DecreaseGlobalTimeDilation()โ“

WIP

Game.DecreasePlayerTimeDilation()โ“

WIP

Game.DeleteEquipmentSet(setName)โ“

WIP

Game.DemolitionUp() โœ…

Increase Annilation level by 1

Game.DespawnFlathead() โœ…

Despawns a previously spawned flathead bot. The bot itself is non-functional.

Game.DespawnPlayerVehicle(vehicleID)โ“

WIP

Game.EffectorOff(record)โ“

WIP

Game.EffectorOn(record)โ“

WIP

Game.EffectorOnW(record)โ“

WIP

Game.EnableAllPlayerVehicles() โœ…

Grants the player all ownable vehicles. This does not complete associated car purchase quests.

Game.EnableFinishers(enable)โ“

WIP

Game.EnableQuickHacks(shouldEnable)โ“

WIP

Game.EnableVehicleToggleSummonMode(value)โ“

WIP

Game.EnterBD()โ“

WIP

Game.EquipItem(itemTDBIDStr)โ“

WIP

Game.EquipItemOnPlayer(item, slot)

Equips an item on the player in specified slot.

Game.EquipItemToHand(itemTDBIDStr)โ“

WIP

Game.FastTravel_f(magicFloat)

WIP

Game.ForcedNPCDeath()โ“

WIP

Game.ForceOutline(isGreen, opacity)โ“

WIP

Game.gebs()โ“

WIP

Game.GetAllPerks()โ“

WIP

Game.GetJournalManager()โ“

WIP

Game.GetTransactionSystem() โœ…

Return a regular handle. Can be used with player functions such as GiveItem

player = Game.GetPlayer()
ts = Game.GetTransactionSystem()
โ€‹
tid = TweakDBID.new("Items.money")
itemid = ItemID.new(tid)
โ€‹
result = ts:GiveItem(player, itemid, 100000)
if result then
print("We added " .. tostring(itemid) .. " to the inventory!")
else
print("Failed to add " .. tostring(itemid))
end

Game.GetItemInSlot(slotString)โ“

WIP

Game.GetPlayer()

Used to get a strong handle on the player object and then using player functions.

Game.GetPlayer()

Returns

A strong handle on the player object. Can be used with CreateHandle, described here, like the following:

player = CreateHandle(Game.GetPlayer())
print(player.GetClassName())
Cname{ hash: 14897567717734570886 - 'PlayerPuppet' }

Game.GetQuickhacks()

WIP

Game.GiveDevPoints(stringType, stringVal)

Give Attribute (stringType == "Attribute") or Perk (stringType == "Primary") points.

stringType "Secondary" exists, but is unknown.

Game.GiveDevPoints("Attribute", 5) -- Gives 5 attribute points
Game.GiveDevPoints("Primary", 2) -- Gives 2 perk points
Game.GiveDevPoints("Secondary, 1) -- This command succeeds, effect unknown

Game.GiveItem(itemName, amountStr)

WIP

Game.God1()

WIP

Game.God2()

WIP

Game.GodClearAll()

WIP

Game.Heal(valStr, isScalarStr)

WIP

Game.HealAll(radiusStr)

WIP

Game.Hotkeys()

WIP

Game.HotkeysNOW()

WIP

Game.IDDQD(iamstiffcorpoguy)

WIP

Game.IncreaseGlobalTimeDilation()

WIP

Game.IncreasePlayerTimeDilation()

WIP

Game.InfiniteStamina(enable) โœ…

Pass true or false for infinite stamina.

Game.InstallProgram(part, slot)

WIP

Game.Kill()

WIP

Game.KillAll(radiusStr)

WIP

Game.KillEffect()

WIP

Game.LeaveBD()

WIP

Game.LevelUp()

WIP

Game.LoadEquipmentSet(setName)

WIP

Game.LogGender()

Game.LogGender()

Returns

*** Player Gender: Male

Game.LogPlayerPositionAndName()

Game.LogPlayerPositionAndName()

Returns

-2382.430176 -610.183594 12.673874 1.000000

Game.LookAtAdd(xStr, yStr, zStr, part)

WIP

Game.LookAtAddPlayerCameraSlot()

WIP

Game.LookAtAddPlayerCameraSlotWithHands()

WIP

Game.LookAtAddStaticLeftHand()

WIP

Game.LookAtAddWithOffset(xStr, yStr, zStr)

WIP

Game.ModifyDifficulty(stringDifficultyLevel)

WIP

Game.ModifyNPCStatPoolValue(statPoolTypeString, value, percentage)

WIP

Game.ModifyPlayerStatPoolValue(statPoolTypeString, value, percentage)

WIP

Game.ModStatPlayer(TEMP_stat, TEMP_val)

WIP

Game.ModStatTarget(TEMP_stat, TEMP_val)

WIP

Game.mwtest()

WIP

Game.NetrunnerTesting()

WIP

Game.Noslowmo()

WIP

Game.OP(modeStr)

WIP

Game.ParameterTest1(param1)

WIP

Game.ParameterTest5(param1, param2, param3, param4, param5)

WIP

Game.pindatatest()

Game.pindatatest()

Return test 5.

test 5

Game.PlayerSD()

WIP

Game.PlayRumble(presetName)

WIP

Game.PreviewDamage(value)

WIP

Game.PrevSys_active()

Gives the player one level of police heat.

Game.PrevSys_off()

Turns off the crime prevention system aka the cops.

Game.PrevSys_on()

Turns on the crime prevention system.

Game.PrevSys_safe()

WIP

Game.PrintAttributes()

Dump all attributes such as :

  • Armor

  • Stats by categories

Game.PrintCodex()

Not working

Game.PrintDPS()

WIP

Game.PrintEffectsOnNPC()

WIP

Game.PrintEffectsOnPlayer()

WIP

Game.PrintEquipment()

Returns a list of all equipment currently equipped.

Game.PrintEquipment()

Returns

Player Equipments:
Player Equipment #0
Weapon
Slot 0: w_revolver_malorian_overture
Slot 1: w_handgun_malorian_silverhand
Slot 2: w_rifle_assault_militech_ajax -- ACTIVE
WeaponHeavy
Slot 0: EMPTY -- ACTIVE
WeaponWheel
Slot 0: w_revolver_malorian_overture
Slot 1: w_handgun_malorian_silverhand
Slot 2: w_rifle_assault_militech_ajax
Slot 3: mantis_blade -- ACTIVE
QuickWheel
Slot 0: frag -- ACTIVE
Slot 1:
CyberwareWheel
Slot 0: EMPTY -- ACTIVE
Slot 1: EMPTY
Slot 2: EMPTY
BaseFists
Slot 0: w_melee_fists -- ACTIVE
Head
Slot 0: EMPTY -- ACTIVE
Face
Slot 0: EMPTY -- ACTIVE
OuterChest
Slot 0: EMPTY -- ACTIVE
InnerChest
Slot 0: EMPTY -- ACTIVE
UnderwearTop
Slot 0: EMPTY -- ACTIVE
UnderwearBottom
Slot 0: EMPTY -- ACTIVE
Legs
Slot 0: EMPTY -- ACTIVE
Feet
Slot 0: EMPTY -- ACTIVE
Consumable
Slot 0: -- ACTIVE
Slot 1: EMPTY
Slot 2: EMPTY
Splinter
Slot 0: EMPTY -- ACTIVE
PersonalLink
Slot 0: EMPTY -- ACTIVE
QuickSlot
Slot 0: frag -- ACTIVE
Slot 1: EMPTY
Slot 2: EMPTY
Gadget
Slot 0: EMPTY -- ACTIVE
EyesCW
Slot 0: Kiroshi Optics -- ACTIVE
FrontalCortexCW
Slot 0: Limbic System Enhancement -- ACTIVE
Slot 1:
Slot 2:
MusculoSkeletalSystemCW
Slot 0: -- ACTIVE
Slot 1:
NervousSystemCW
Slot 0: SynapticAccelerator -- ACTIVE
Slot 1:
CardiovascularSystemCW
Slot 0: -- ACTIVE
Slot 1:
Slot 2: TyrosineInjector
ImmuneSystemCW
Slot 0: -- ACTIVE
Slot 1:
IntegumentarySystemCW
Slot 0: EMPTY -- ACTIVE
Slot 1:
Slot 2: EMPTY
HandsCW
Slot 0: -- ACTIVE
Slot 1:
ArmsCW
Slot 0: mantis_blade -- ACTIVE
LegsCW
Slot 0: BoostedTendons -- ACTIVE
AbilityCW
Slot 0: EMPTY -- ACTIVE
Slot 1: EMPTY
Slot 2: EMPTY
Slot 3: EMPTY
Slot 4: EMPTY
Slot 5: EMPTY
Slot 6: EMPTY
Slot 7: EMPTY
RightArm
Slot 0: -- ACTIVE
SystemReplacementCW
Slot 0: -- ACTIVE
Outfit
Slot 0: EMPTY -- ACTIVE
VDefaultHandgun
Slot 0: w_handgun_constitutional_unity -- ACTIVE
SilverhandArm
Slot 0: EMPTY -- ACTIVE
PlayterTattoo
Slot 0: EMPTY -- ACTIVE

Game.PrintGodModeSources()

WIP

Game.PrintHealth()

Game.PrintHealth()

Returns

StatPool: Health
Stat %: 100.000000
Stat value: 384.998108

Game.PrintItems()

Game.PrintItems()

โ€‹

Game.PrintItemsInSlots()

WIP

Game.printJ()

WIP

Game.printJ2()

WIP

Game.PrintNPCItemBySlot(slotName)

WIP

Game.PrintNPCItems()

WIP

Game.PrintPerks()

WIP

Game.PrintPlayerStat(TEMP_Type)

WIP

Game.PrintPlayerStatModifiers(type)

WIP

Game.PrintPlayerStats()

WIP

Game.PrintProfExpToNextLevel(stringProfType)

WIP

Game.PrintProfs()

WIP

Game.PrintStatsItem(itemName)

WIP

Game.PrintStatsPlayer()

WIP

Game.PrintStatsTarget()

WIP

Game.PrintStatTarget(statType)

WIP

Game.PrintTargetStats()

WIP

Game.printTracked()

WIP

Game.RagdollNPC(pushForce)

WIP

Game.RemoveEffectPlayer(effect)

Removed specified status effect from the player. See all current player status effects with the Game.PrintEffectsOnPlayer() function. Usage is identical to Game.ApplyEffectOnPlayer(). Currently only Base Status Effects have been documented. Refer to the list of these effects in the Base Status Effects page.

Game.RemoveEffectPlayer("BaseStatusEffect.Cloaked")

The desired effect must be passed as a string with it's effect type prepended. The example on display applies 'Cloaked' which is a 'BaseStatusEffect' effect type.

Game.RemovePerk(pString)

WIP

Game.Rev()

WIP

Game.SaveArmorSet(setName)

WIP

Game.SaveWeaponSet(setName)

WIP

Game.SellItem(item)

WIP

Game.SetActionContext()

WIP

Game.SetAnimFloatOnTarget(floatValue)

WIP

Game.SetAtt(stringType, stringVal)

Set attribute to. Use the dictionary stringType to use.

Game.SetAtt("Strength", 20)
Game.SetAtt("Intelligence", 20)
Game.SetAtt("TechnicalAbility", 20)
Game.SetAtt("Reflexes", 20)
Game.SetAtt("Cool", 20)

Game.SetBreathingAll()

WIP

Game.SetBreathingHeavy()

WIP

Game.SetBreathingJohnny()

WIP

Game.SetBreathingLow()

WIP

Game.SetBreathingOff()

WIP

Game.SetBreathingSick()

WIP

Game.SetBuild(stringType)

WIP

Game.SetDebugFact(fact, value)

Sets the value of a specified fact. A database of facts can be found here.

Game.SetDebugFact("sq032_johnny_friend", 1) --> Unlocks secret ending

Game.SetDebugSceneTierThreshold1()

WIP

Game.SetDebugSceneTierThreshold2()

WIP

Game.SetDebugSceneTierThreshold3()

WIP

Game.SetDefaultDecay(statPoolTypeString)

WIP

Game.SetDefaultRegen(statPoolTypeString)

WIP

Game.SetLevel(stringType, stringVal)

Set level in a field. Use the dictionary stringType to use.

Example

Game.SetLevel("ColdBlood", 20)
Game.SetLevel("Hacking", 20)
Game.SetLevel("Stealth", 20)
โ€‹
Game.SetLevel("Gunslinger", 20)
Game.SetLevel("Kenjutsu", 20)
Game.SetLevel("Assault", 20)
Game.SetLevel("Crafting", 20)
Game.SetLevel("Engineering", 20)
Game.SetLevel("Hacking", 20)
Game.SetLevel("CombatHacking", 20)
Game.SetLevel("Athletics", 20)
Game.SetLevel("Demolition", 20)
Game.SetLevel("Brawling", 20)

Game.SetQuestWeaponState(weaponState)

WIP

Game.SetRpgContext()

Remove everything from the player.

Game.SetRpgContext()

Game.SetTimeDilation(amount)

WIP

Game.SetZoneType(zoneType)

WIP

Game.SilenceWeapon(flag)

WIP

Game.Slowmo()

The game will be on slow motion, player and AI.

Game.Slowmo()

Game.SM()

WIP

Game.SpawnFlathead()

Spawn Flathead. It has no collision but it can die.

Game.SpawnFlathead()

Game.SpawnLoot(loot)

WIP

Game.SpawnTestEffect()

WIP

Game.StreetCredUp()

WIP

Game.SwapItemPart()

WIP

Game.SwapPreset(mappingName)

WIP

Game.t1()

Add a recording overlay

Game.t1()

Game.t2()

This function removes the recording overlay added by Game.t1(). It is unclear if there is any other effect.

Game.tconv()

Unknown.

> Game.tconv()
test
contact

Game.TeleportPlayerToPosition(xStr, yStr, zStr)

WIP

Game.TestCustomQuestNotification()

WIP

Game.TestDrop()

WIP

Game.TestForcePlayerInvisible(value)

WIP

Game.testLocationUpdate(value)

WIP

Game.testmapblocked()

WIP

Game.TestNavigationSystem()

WIP

Game.TestNotification()

WIP

Game.testq101done()

WIP

Game.test_group()

WIP

Game.test_inputhint()

WIP

Game.test_inputhint1()

WIP

Game.test_inputhint_clear()

WIP

Game.TEST_TargetImmortal(shouldSetStr)

WIP

Game.TEST_TargetInvulnerable(shouldSetStr)

WIP

Game.tmq()

WIP

Game.ToggleFlashlight(val)

WIP

Game.ToggleShowWeaponsStreaming()

No effect

Game.ToIntTest(toInt)

Game.ToIntTest()

Return 100 if the parameter is not a number. Else the number +100

Game.ToIntTest(2)
102
Game.ToIntTest(1000)
1100
Game.ToIntTest(test)
100
Game.ToIntTest(20.9)
120
Game.ToIntTest(test two)
lua: error: [string "Game.ToIntTest(test two)"]:1: ')' expected near 'two'

Game.trackNext()

WIP

Game.trackPrev()

WIP

Game.UnequipItem(stringType, stringSlot)

WIP

Game.UnlockAchievementEnum(achievementString)

WIP

Game.UnlockAchievementInt(achievementNum)

WIP

Game.UnlockAllAchievements()

WIP

Game.UnlockRecord(tweak)

WIP

Game.untrack()

WIP

Game.UploadProgram(programNumber)

WIP

Game.Weak(modeStr)

WIP

Game.WeaponSD()

WIP

Game.WorkspotDisableStateView(entId)

WIP

Game.WorkspotDisableVisualLog(entId)

WIP

Game.WorkspotEnableStateView(entId)

WIP

Game.WorkspotEnableVisualLog(entId)

WIP

WIP

Game['DebugNPCs_NonExec;GameInstanceStringStringString'](durationStr, radiusStr, moveWithPlayerStr)

WIP

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Contents
Game.AddDebugFact(fact)
Game.AddExp(stringType, stringVal)
Game.AddItems(type, amount)
Game.AddPlayerStatPoolBonus(statPoolTypeString, bonusValueString, persistance, percentage)
Game.AddRecord(tweak)
Game.AddStatModifier(type, value, modType)
Game.AddToInventory(itemString, quantityString)
Game.AnimationSystemSetForcedVisibleFalseTest()
Game.AnimationSystemSetForcedVisibleTrueTest()
Game.AnimWrapperWeightSetterTest(keyStr, valueStr)
Game.APE(perk, level)
Game.ApplyDecayData(statPoolTypeString, rangeBeginString, rangeEndString, startDelayString, valuePerSecString, delayOnChangeString)
Game.ApplyDecayModifier(statPoolTypeString, statPoolModName)
Game.ApplyEffectOnNPC(effect)
Game.ApplyEffectOnPlayer(effect)
Game.ApplyGLP(value)
Game.ApplyRegenData(statPoolTypeString, rangeBeginString, rangeEndString, startDelayString, valuePerSecString, delayOnChangeString)
Game.ApplyRegenModifier(statPoolTypeString, statPoolModName)
Game.awacstest()
Game.BlockSwitchSeats(block)
Game.BreachAllNetworks(radius)
Game.BreachNearestAP()
Game.BreakEffectLoop()
Game.BuyAtt(stringType)
Game.BuyItem(item)
Game.BuyPerk(pString)
Game.CGLP()
Game.ChangeArea()
Game.ChangeStatPoolVal(type, value, subtract, percentage)
Game.ChangeZoneIndicatorDanger()
Game.ChangeZoneIndicatorPublic()
Game.ChangeZoneIndicatorRestricted()
Game.ChangeZoneIndicatorSafe()
Game.CheatExposeNPCQuickHacks()
Game.CheckFactValue(fact)
Game.ClearEquipment()
Game.CLS_off()
Game.CLS_on()
Game.CLS_reset()
Game.CreateDebugStimuli(stimType, activeStim)
Game.cset()
Game.DamagePlayer(TEMP_dmg, dmgType, percentage)
Game.DbgBraindanceIsActive()
Game.DbgBraindanceIsPaused()
Game.DbgBraindancePlayDirection()
Game.DbgBraindancePlaySpeed()
Game.DbgBraindanceProgress()
Game.DbgBraindanceSetPlayDirection(direction)
Game.DbgBraindanceSetPlaySpeed(speed)
Game.DbgBraindanceTimeInSec()
Game.DbgDvs(shouldDebug)
Game.DD(shouldDebug)
Game.DebugDevices(shouldDebug)
Game.DebugNPC(durationStr)
Game.DebugNPCs(durationStr, radiusStr, moveWithPlayerStr)
Game.DebugReward(rewardDef)
Game.DebugSS(val)
Game.debug_AddLog()
Game.Debug_WeaponSpread(useCircularDistribution, useEvenDistribution, rowCount, projectilesPerShot)
Game.Debug_WeaponSpread_RandomCircular()
Game.Debug_WeaponSpread_RandomGrid()
Game.DecreaseGlobalTimeDilation()
Game.DecreasePlayerTimeDilation()
Game.DeleteEquipmentSet(setName)
Game.DemolitionUp()
Game.DespawnFlathead()
Game.DespawnPlayerVehicle(vehicleID)
Game.EffectorOff(record)
Game.EffectorOn(record)
Game.EffectorOnW(record)
Game.EnableAllPlayerVehicles()
Game.EnableFinishers(enable)
Game.EnableQuickHacks(shouldEnable)
Game.EnableVehicleToggleSummonMode(value)
Game.EnterBD()
Game.EquipItem(itemTDBIDStr)
Game.EquipItemOnPlayer(item, slot)
Game.EquipItemToHand(itemTDBIDStr)
Game.FastTravel_f(magicFloat)
Game.ForcedNPCDeath()
Game.ForceOutline(isGreen, opacity)
Game.gebs()
Game.GetAllPerks()
Game.GetJournalManager()
Game.GetTransactionSystem()
Game.GetItemInSlot(slotString)
Game.GetPlayer()
Game.GetQuickhacks()
Game.GiveDevPoints(stringType, stringVal)
Game.GiveItem(itemName, amountStr)
Game.God1()
Game.God2()
Game.GodClearAll()
Game.Heal(valStr, isScalarStr)
Game.HealAll(radiusStr)
Game.Hotkeys()
Game.HotkeysNOW()
Game.IDDQD(iamstiffcorpoguy)
Game.IncreaseGlobalTimeDilation()
Game.IncreasePlayerTimeDilation()
Game.InfiniteStamina(enable)
Game.InstallProgram(part, slot)
Game.Kill()
Game.KillAll(radiusStr)
Game.KillEffect()
Game.LeaveBD()
Game.LevelUp()
Game.LoadEquipmentSet(setName)
Game.LogGender()
Game.LogPlayerPositionAndName()
Game.LookAtAdd(xStr, yStr, zStr, part)
Game.LookAtAddPlayerCameraSlot()
Game.LookAtAddPlayerCameraSlotWithHands()
Game.LookAtAddStaticLeftHand()
Game.LookAtAddWithOffset(xStr, yStr, zStr)
Game.ModifyDifficulty(stringDifficultyLevel)
Game.ModifyNPCStatPoolValue(statPoolTypeString, value, percentage)
Game.ModifyPlayerStatPoolValue(statPoolTypeString, value, percentage)
Game.ModStatPlayer(TEMP_stat, TEMP_val)
Game.ModStatTarget(TEMP_stat, TEMP_val)
Game.mwtest()
Game.NetrunnerTesting()
Game.Noslowmo()
Game.OP(modeStr)
Game.ParameterTest1(param1)
Game.ParameterTest5(param1, param2, param3, param4, param5)
Game.pindatatest()
Game.PlayerSD()
Game.PlayRumble(presetName)
Game.PreviewDamage(value)
Game.PrevSys_active()
Game.PrevSys_off()
Game.PrevSys_on()
Game.PrevSys_safe()
Game.PrintAttributes()
Game.PrintCodex()
Game.PrintDPS()
Game.PrintEffectsOnNPC()
Game.PrintEffectsOnPlayer()
Game.PrintEquipment()
Game.PrintGodModeSources()
Game.PrintHealth()
Game.PrintItems()
Game.PrintItemsInSlots()
Game.printJ()
Game.printJ2()
Game.PrintNPCItemBySlot(slotName)
Game.PrintNPCItems()
Game.PrintPerks()
Game.PrintPlayerStat(TEMP_Type)
Game.PrintPlayerStatModifiers(type)
Game.PrintPlayerStats()
Game.PrintProfExpToNextLevel(stringProfType)
Game.PrintProfs()
Game.PrintStatsItem(itemName)
Game.PrintStatsPlayer()
Game.PrintStatsTarget()
Game.PrintStatTarget(statType)
Game.PrintTargetStats()
Game.printTracked()
Game.RagdollNPC(pushForce)
Game.RemoveEffectPlayer(effect)
Game.RemovePerk(pString)
Game.Rev()
Game.SaveArmorSet(setName)
Game.SaveWeaponSet(setName)
Game.SellItem(item)
Game.SetActionContext()
Game.SetAnimFloatOnTarget(floatValue)
Game.SetAtt(stringType, stringVal)
Game.SetBreathingAll()
Game.SetBreathingHeavy()
Game.SetBreathingJohnny()
Game.SetBreathingLow()
Game.SetBreathingOff()
Game.SetBreathingSick()
Game.SetBuild(stringType)
Game.SetDebugFact(fact, value)
Game.SetDebugSceneTierThreshold1()
Game.SetDebugSceneTierThreshold2()
Game.SetDebugSceneTierThreshold3()
Game.SetDefaultDecay(statPoolTypeString)
Game.SetDefaultRegen(statPoolTypeString)
Game.SetLevel(stringType, stringVal)
Game.SetQuestWeaponState(weaponState)
Game.SetRpgContext()
Game.SetTimeDilation(amount)
Game.SetZoneType(zoneType)
Game.SilenceWeapon(flag)
Game.Slowmo()
Game.SM()
Game.SpawnFlathead()
Game.SpawnLoot(loot)
Game.SpawnTestEffect()
Game.StreetCredUp()
Game.SwapItemPart()
Game.SwapPreset(mappingName)
Game.t1()
Game.t2()
Game.tconv()
Game.TeleportPlayerToPosition(xStr, yStr, zStr)
Game.TestCustomQuestNotification()
Game.TestDrop()
Game.TestForcePlayerInvisible(value)
Game.testLocationUpdate(value)
Game.testmapblocked()
Game.TestNavigationSystem()
Game.TestNotification()
Game.testq101done()
Game.test_group()
Game.test_inputhint()
Game.test_inputhint1()
Game.test_inputhint_clear()
Game.TEST_TargetImmortal(shouldSetStr)
Game.TEST_TargetInvulnerable(shouldSetStr)
Game.tmq()
Game.ToggleFlashlight(val)
Game.ToggleShowWeaponsStreaming()
Game.ToIntTest(toInt)
Game.trackNext()
Game.trackPrev()
Game.UnequipItem(stringType, stringSlot)
Game.UnlockAchievementEnum(achievementString)
Game.UnlockAchievementInt(achievementNum)
Game.UnlockAllAchievements()
Game.UnlockRecord(tweak)
Game.untrack()
Game.UploadProgram(programNumber)
Game.Weak(modeStr)
Game.WeaponSD()
Game.WorkspotDisableStateView(entId)
Game.WorkspotDisableVisualLog(entId)
Game.WorkspotEnableStateView(entId)
Game.WorkspotEnableVisualLog(entId)
Game'DebugGiveHotkeys;GameInstance
Game['DebugNPCs_NonExec;GameInstanceStringStringString'](durationStr, radiusStr, moveWithPlayerStr)
Game'GetPlayer;GameInstance'
Game'GetPlayerObject;GameInstance'
Game'PlayFinisher;GameInstance'
Game'PlayFinisherSingle;GameInstance'
Game'PPS;GameInstance'