VerifiedAll tag definitionsBuild 2026.06.26.1097863.1-Rel-i343-Meteorite-2606-CU2

chud_definition

chdt

Fields
163
Structs
24
Shipped tags
62
Root size
36 B
Version
1

chud_definition_block_struct

Root3 fields · 36 B
OffsetSizeFieldType
012widget collectionsblock chud_widget_collection_block · max 32block
1212infostruct
2412widget update cacheblock chud_widget_update_cache_block · max 250block

chud_widget_collection_block

43 fields · 92 B
OffsetSizeFieldType
01scripting class
  • undefined/use parent
  • weapon stats
  • crosshair
  • shield
  • grenades
  • messages
  • motion sensor
  • equipment
  • chapter title
  • cinematics
char enum
11intermediate list indexchar integer
21base flags
  • die on active
  • skip input update when unreadying
  • reset timer on input change
  • inherit sort layer
  • special saved film layer
  • no curvature (and on top)
byte flags
31animation exists flagschar integer
44initializing animation state durationreal
84active animation state durationreal
124flashing animation state durationreal
164readying animation state durationreal
204unreadying animation state durationreal
242external input A
  • zero
  • one
  • datasource data index
  • datasource render slot
  • impulse value
  • debug slide 1
  • debug slide 100
  • hs object function 1
  • hs object function 2
  • hs object function 3
  • hs object function 4
  • scripted hs variable 1
  • scripted hs variable 2
  • scripted hs variable 3
  • scripted hs variable 4
  • scripted hs variable 5
  • scripted hs variable 6
  • scripted hs variable 7
  • scripted hs variable 8
  • scripted hs variable 9
  • scripted hs variable 10
  • vehicle health
  • vehicle health percentage
  • unshielded vitality
  • unshielded recent damage
  • shield amount
  • shield amount 2
  • shield amount 3
  • shield amount 4
  • shield recent damage
  • shield recent damage 2
  • shield recent damage 3
  • shield recent damage 4
  • shield percentage
  • vehicle shield percentage
  • vehicle boost meter
  • vehicle boost recharge
  • camera yaw
  • camera pitch
  • camera roll
  • motion sensor range
  • altitude(f)
  • altitude fraction
  • game heat
  • out of bounds timer
  • transient cookies
  • total cookies
  • weapon ammo loaded
  • weapon ammo reserve
  • weapon ammo pickup
  • weapon heat
  • weapon heat percentage
  • weapon battery
  • weapon pickup
  • weapon autoaim scale
  • weapon barrel error scale
  • weapon barrel pinned error scale
  • weapon autoaim target
  • weapon autoaim target distance
  • airstrike distance to target
  • airstrike warmup time
  • airstrike launches left
  • airstrike launch state
  • <grenade> selected
  • <grenade> count
  • <grenade> pickup
  • weapon charge
  • weapon reload percentage
  • barrel recovery percentage
  • weapon tether percentage
  • locking amount
  • flava tgt. distance
  • flava tgt. elevation
  • equipment energy
  • equipment energy minimum activation energy
  • <player> distance
  • <medal> sequence index
  • <progression toast> current progress
  • <progression toast> goal
  • <progression toast> sequence index
  • commendation callout sequence index
  • <scripted object> health
  • <scripted object> recent body damage
  • <scripted object> recent shield damage
  • <scripted object> distance
  • <scripted object> elevation
  • <scripted object> combat status
  • <scripted object> priority onscreen sequence index
  • <scripted object> priority offscreen sequence index
  • license plate icon index
  • license plate designator icon index
  • metagame time
  • metagame transient score
  • metagame p1 score
  • metagame p2 score
  • metagame p3 score
  • metagame p4 score
  • <metagame player> score
  • metagame time multiplier
  • metagame skull/diff mult
  • metagame total multiplier
  • metagame neg. trans score
  • survival mode set
  • survival mode round
  • survival mode wave
  • survival mode lives
  • survival mode enemy lives
  • survival mode bonus round timer
  • survival mode bonus round points
  • enemy player kills
  • s.b. friendly score
  • s.b. enemy score
  • s.b. max score
  • arming meter frac
  • megalo engine icon index
  • <megalo omni widget> meter value
  • <megalo omni widget> augmentation icon sequence index
  • megalo progress bar meter value
  • <campaign ft> shield
  • campaign ft possible action obj dist
  • campaign ft pending target obj dist
  • campaign ft current target obj dist
  • mp obj ft 1 shield
  • mp obj ft 2 shield
  • mp obj ft 3 shield
  • mp obj ft 1 meter
  • mp obj ft 2 meter
  • mp obj ft 3 meter
  • mp obj ft 1 yaw
  • mp obj ft 2 yaw
  • mp obj ft 3 yaw
  • mp obj ft 1 damage yaw
  • mp obj ft 2 damage yaw
  • mp obj ft 3 damage yaw
  • <ft member> shield
  • <ft member> meter
  • <ft member> yaw
  • <ft member> damage yaw
  • budget fraction
  • budget left
  • s.f. total time
  • s.f. marker time
  • s.f. chap width
  • s.f. buffered theta
  • s.f. curr. pos. theta
  • s.f. record start theta
  • s.f. pie fraction
  • network latency
  • network latency quality
  • network host quality
  • network local quality
short enum
262external input B
  • zero
  • one
  • datasource data index
  • datasource render slot
  • impulse value
  • debug slide 1
  • debug slide 100
  • hs object function 1
  • hs object function 2
  • hs object function 3
  • hs object function 4
  • scripted hs variable 1
  • scripted hs variable 2
  • scripted hs variable 3
  • scripted hs variable 4
  • scripted hs variable 5
  • scripted hs variable 6
  • scripted hs variable 7
  • scripted hs variable 8
  • scripted hs variable 9
  • scripted hs variable 10
  • vehicle health
  • vehicle health percentage
  • unshielded vitality
  • unshielded recent damage
  • shield amount
  • shield amount 2
  • shield amount 3
  • shield amount 4
  • shield recent damage
  • shield recent damage 2
  • shield recent damage 3
  • shield recent damage 4
  • shield percentage
  • vehicle shield percentage
  • vehicle boost meter
  • vehicle boost recharge
  • camera yaw
  • camera pitch
  • camera roll
  • motion sensor range
  • altitude(f)
  • altitude fraction
  • game heat
  • out of bounds timer
  • transient cookies
  • total cookies
  • weapon ammo loaded
  • weapon ammo reserve
  • weapon ammo pickup
  • weapon heat
  • weapon heat percentage
  • weapon battery
  • weapon pickup
  • weapon autoaim scale
  • weapon barrel error scale
  • weapon barrel pinned error scale
  • weapon autoaim target
  • weapon autoaim target distance
  • airstrike distance to target
  • airstrike warmup time
  • airstrike launches left
  • airstrike launch state
  • <grenade> selected
  • <grenade> count
  • <grenade> pickup
  • weapon charge
  • weapon reload percentage
  • barrel recovery percentage
  • weapon tether percentage
  • locking amount
  • flava tgt. distance
  • flava tgt. elevation
  • equipment energy
  • equipment energy minimum activation energy
  • <player> distance
  • <medal> sequence index
  • <progression toast> current progress
  • <progression toast> goal
  • <progression toast> sequence index
  • commendation callout sequence index
  • <scripted object> health
  • <scripted object> recent body damage
  • <scripted object> recent shield damage
  • <scripted object> distance
  • <scripted object> elevation
  • <scripted object> combat status
  • <scripted object> priority onscreen sequence index
  • <scripted object> priority offscreen sequence index
  • license plate icon index
  • license plate designator icon index
  • metagame time
  • metagame transient score
  • metagame p1 score
  • metagame p2 score
  • metagame p3 score
  • metagame p4 score
  • <metagame player> score
  • metagame time multiplier
  • metagame skull/diff mult
  • metagame total multiplier
  • metagame neg. trans score
  • survival mode set
  • survival mode round
  • survival mode wave
  • survival mode lives
  • survival mode enemy lives
  • survival mode bonus round timer
  • survival mode bonus round points
  • enemy player kills
  • s.b. friendly score
  • s.b. enemy score
  • s.b. max score
  • arming meter frac
  • megalo engine icon index
  • <megalo omni widget> meter value
  • <megalo omni widget> augmentation icon sequence index
  • megalo progress bar meter value
  • <campaign ft> shield
  • campaign ft possible action obj dist
  • campaign ft pending target obj dist
  • campaign ft current target obj dist
  • mp obj ft 1 shield
  • mp obj ft 2 shield
  • mp obj ft 3 shield
  • mp obj ft 1 meter
  • mp obj ft 2 meter
  • mp obj ft 3 meter
  • mp obj ft 1 yaw
  • mp obj ft 2 yaw
  • mp obj ft 3 yaw
  • mp obj ft 1 damage yaw
  • mp obj ft 2 damage yaw
  • mp obj ft 3 damage yaw
  • <ft member> shield
  • <ft member> meter
  • <ft member> yaw
  • <ft member> damage yaw
  • budget fraction
  • budget left
  • s.f. total time
  • s.f. marker time
  • s.f. chap width
  • s.f. buffered theta
  • s.f. curr. pos. theta
  • s.f. record start theta
  • s.f. pie fraction
  • network latency
  • network latency quality
  • network host quality
  • network local quality
short enum
284state cache invert flagslong integer
321flashing state cache start indexchar integer
331hidden state cache start indexchar integer
342state cache 0short integer
362state cache 1short integer
382state cache 2short integer
402state cache 3short integer
422state cache 4short integer
442state cache 5short integer
462state cache 6short integer
482state cache 7short integer
502state cache 8short integer
522state cache 9short integer
542state cache 10short integer
562state cache 11short integer
582state cache 12short integer
602state cache 13short integer
622state cache 14short integer
642state cache 15short integer
662state cache 16short integer
682state cache 17short integer
702state cache 18short integer
722state cache 19short integer
742state cache 20short integer
762state cache 21short integer
782state cache 22short integer
802state cache 23short integer
822state cache 24short integer
842state cache 25short integer
862state cache 26short integer
882state cache 27short integer
902state cache 28short integer

chud_widget_base_struct

4 fields · 16 B
OffsetSizeFieldType
04low ammo loaded thresholdlong integer
44low ammo reserve thresholdlong integer
84low battery thresholdlong integer
124ft member weapon sequencelong integer

chud_widget_state_data_struct

20 fields · 224 B
OffsetSizeFieldType
016basestruct
16140datasourcestruct
15612bitmap widgetsblock chud_widget_bitmap_block · max 32block
16812text widgetsblock chud_widget_text_block · max 60block
18012object highlight widgetsblock chud_widget_object_highlight_block · max 4block
1921hidden_state cache start indexchar integer
1962state invert cacheshort integer
1982state cache 0short integer
2002state cache 1short integer
2022state cache 2short integer
2042state cache 3short integer
2062state cache 4short integer
2082state cache 5short integer
2102state cache 6short integer
2122state cache 7short integer
2142state cache 8short integer
2162state cache 9short integer
2182state cache 10short integer
2202state cache 11short integer
2222state cache 12short integer

chud_widget_state_data_base_block_struct

2 fields · 20 B
OffsetSizeFieldType
016basestruct
164intensity multiplierreal

chud_widget_state_and_block

4 fields · 24 B
OffsetSizeFieldType
016basestruct
162flags
  • string is a number
  • force 2-digit number
  • force 3-digit number
  • kudos
  • postfix m for meters
  • decimal 1 digit
  • decimal 2 digits
  • decimal 3 digits
  • decimal 5 digits
  • superhuge nubmer
  • postfix x
  • wrap with brackets
  • format as time
  • format as hh-mm-ss time
  • format as budget number
  • kudos(negative)
word flags
182font type
  • terminal font
  • body text font
  • title font
  • super large font
  • large body text font
  • split screen hud message font
  • full screen hud message font
  • english body text font
  • hud number font
  • subtitle font
  • main menu font
short enum
204input stringstring id

chud_widget_state_or_block

4 fields · 32 B
OffsetSizeFieldType
016basestruct
164flags
  • mirror horizontal
  • mirror vertical
  • remove two pixel padding
  • extend border
  • use texture cam
  • use wrap sampling
  • auto permute
  • auto permute external input0
  • auto permute external input1
  • emblem p1
  • emblem p2
  • emblem p3
  • emblem p4
  • emblem <metagame player>
  • scale alpha by col. out A
  • mp obj ft 1 emblem
  • mp obj ft 2 emblem
  • mp obj ft 3 emblem
  • <ft member> emblem
  • mp obj ft 1 weapon
  • mp obj ft 2 weapon
  • mp obj ft 3 weapon
  • <ft member> weapon
  • uses manual bitmap texture coordinates
long flags
201sequence indexchar integer
248manual texture coordinatesrectangle 2d

chud_widget_state_editor_block

2 fields · 28 B
OffsetSizeFieldType
016datasource templatetag reference
1612datasourceblock chud_widget_datasource_base_block · max 1block

chud_widget_placement_data_struct

5 fields · 32 B
OffsetSizeFieldType
01flags
  • extend
  • center
  • evenly space
  • reverse
byte flags
42type
  • grenades
  • players
  • metagame players
  • fireteam members
  • campaign fireteam members
  • medals
  • progression toasts
  • scripted objects
  • skulls
  • tracking objects
  • omni widgets top left
  • omni widgets top center
  • omni widgets top right
  • omni widgets high left
  • omni widgets high center
  • omni widgets high right
  • omni widgets low left
  • omni widgets low center
  • omni widgets low right
  • omni widgets bottom left
  • omni widgets bottom center
  • omni widgets bottom right
short enum
62render maximumshort integer
812resolutionsblock chud_datasource_resolution_block · max 5block
2012positionsblock chud_datasource_position_block · max 32block

chud_widget_placement_data_base_block

2 fields · 16 B
OffsetSizeFieldType
08origin offsetreal point 2d
88widget scalereal point 2d

chud_widget_animation_data_struct

2 fields · 4 B
OffsetSizeFieldType
01res flags
  • fullscreen wide
  • fullscreen standard
  • halfscreen
  • quarterscreen wide
  • quarterscreen standard
byte flags
22render maximumshort integer

chud_widget_animation_data_base_block

11 fields · 392 B
OffsetSizeFieldType
04artist namestring id
41scripting class
  • undefined/use parent
  • weapon stats
  • crosshair
  • shield
  • grenades
  • messages
  • motion sensor
  • equipment
  • chapter title
  • cinematics
char enum
51postprocessed intermediate list indexchar integer
61base flags
  • die on active
  • skip input update when unreadying
  • reset timer on input change
  • inherit sort layer
  • special saved film layer
  • no curvature (and on top)
byte flags
71sort layerchar integer
82external input A
  • zero
  • one
  • datasource data index
  • datasource render slot
  • impulse value
  • debug slide 1
  • debug slide 100
  • hs object function 1
  • hs object function 2
  • hs object function 3
  • hs object function 4
  • scripted hs variable 1
  • scripted hs variable 2
  • scripted hs variable 3
  • scripted hs variable 4
  • scripted hs variable 5
  • scripted hs variable 6
  • scripted hs variable 7
  • scripted hs variable 8
  • scripted hs variable 9
  • scripted hs variable 10
  • vehicle health
  • vehicle health percentage
  • unshielded vitality
  • unshielded recent damage
  • shield amount
  • shield amount 2
  • shield amount 3
  • shield amount 4
  • shield recent damage
  • shield recent damage 2
  • shield recent damage 3
  • shield recent damage 4
  • shield percentage
  • vehicle shield percentage
  • vehicle boost meter
  • vehicle boost recharge
  • camera yaw
  • camera pitch
  • camera roll
  • motion sensor range
  • altitude(f)
  • altitude fraction
  • game heat
  • out of bounds timer
  • transient cookies
  • total cookies
  • weapon ammo loaded
  • weapon ammo reserve
  • weapon ammo pickup
  • weapon heat
  • weapon heat percentage
  • weapon battery
  • weapon pickup
  • weapon autoaim scale
  • weapon barrel error scale
  • weapon barrel pinned error scale
  • weapon autoaim target
  • weapon autoaim target distance
  • airstrike distance to target
  • airstrike warmup time
  • airstrike launches left
  • airstrike launch state
  • <grenade> selected
  • <grenade> count
  • <grenade> pickup
  • weapon charge
  • weapon reload percentage
  • barrel recovery percentage
  • weapon tether percentage
  • locking amount
  • flava tgt. distance
  • flava tgt. elevation
  • equipment energy
  • equipment energy minimum activation energy
  • <player> distance
  • <medal> sequence index
  • <progression toast> current progress
  • <progression toast> goal
  • <progression toast> sequence index
  • commendation callout sequence index
  • <scripted object> health
  • <scripted object> recent body damage
  • <scripted object> recent shield damage
  • <scripted object> distance
  • <scripted object> elevation
  • <scripted object> combat status
  • <scripted object> priority onscreen sequence index
  • <scripted object> priority offscreen sequence index
  • license plate icon index
  • license plate designator icon index
  • metagame time
  • metagame transient score
  • metagame p1 score
  • metagame p2 score
  • metagame p3 score
  • metagame p4 score
  • <metagame player> score
  • metagame time multiplier
  • metagame skull/diff mult
  • metagame total multiplier
  • metagame neg. trans score
  • survival mode set
  • survival mode round
  • survival mode wave
  • survival mode lives
  • survival mode enemy lives
  • survival mode bonus round timer
  • survival mode bonus round points
  • enemy player kills
  • s.b. friendly score
  • s.b. enemy score
  • s.b. max score
  • arming meter frac
  • megalo engine icon index
  • <megalo omni widget> meter value
  • <megalo omni widget> augmentation icon sequence index
  • megalo progress bar meter value
  • <campaign ft> shield
  • campaign ft possible action obj dist
  • campaign ft pending target obj dist
  • campaign ft current target obj dist
  • mp obj ft 1 shield
  • mp obj ft 2 shield
  • mp obj ft 3 shield
  • mp obj ft 1 meter
  • mp obj ft 2 meter
  • mp obj ft 3 meter
  • mp obj ft 1 yaw
  • mp obj ft 2 yaw
  • mp obj ft 3 yaw
  • mp obj ft 1 damage yaw
  • mp obj ft 2 damage yaw
  • mp obj ft 3 damage yaw
  • <ft member> shield
  • <ft member> meter
  • <ft member> yaw
  • <ft member> damage yaw
  • budget fraction
  • budget left
  • s.f. total time
  • s.f. marker time
  • s.f. chap width
  • s.f. buffered theta
  • s.f. curr. pos. theta
  • s.f. record start theta
  • s.f. pie fraction
  • network latency
  • network latency quality
  • network host quality
  • network local quality
short enum
102external input B
  • zero
  • one
  • datasource data index
  • datasource render slot
  • impulse value
  • debug slide 1
  • debug slide 100
  • hs object function 1
  • hs object function 2
  • hs object function 3
  • hs object function 4
  • scripted hs variable 1
  • scripted hs variable 2
  • scripted hs variable 3
  • scripted hs variable 4
  • scripted hs variable 5
  • scripted hs variable 6
  • scripted hs variable 7
  • scripted hs variable 8
  • scripted hs variable 9
  • scripted hs variable 10
  • vehicle health
  • vehicle health percentage
  • unshielded vitality
  • unshielded recent damage
  • shield amount
  • shield amount 2
  • shield amount 3
  • shield amount 4
  • shield recent damage
  • shield recent damage 2
  • shield recent damage 3
  • shield recent damage 4
  • shield percentage
  • vehicle shield percentage
  • vehicle boost meter
  • vehicle boost recharge
  • camera yaw
  • camera pitch
  • camera roll
  • motion sensor range
  • altitude(f)
  • altitude fraction
  • game heat
  • out of bounds timer
  • transient cookies
  • total cookies
  • weapon ammo loaded
  • weapon ammo reserve
  • weapon ammo pickup
  • weapon heat
  • weapon heat percentage
  • weapon battery
  • weapon pickup
  • weapon autoaim scale
  • weapon barrel error scale
  • weapon barrel pinned error scale
  • weapon autoaim target
  • weapon autoaim target distance
  • airstrike distance to target
  • airstrike warmup time
  • airstrike launches left
  • airstrike launch state
  • <grenade> selected
  • <grenade> count
  • <grenade> pickup
  • weapon charge
  • weapon reload percentage
  • barrel recovery percentage
  • weapon tether percentage
  • locking amount
  • flava tgt. distance
  • flava tgt. elevation
  • equipment energy
  • equipment energy minimum activation energy
  • <player> distance
  • <medal> sequence index
  • <progression toast> current progress
  • <progression toast> goal
  • <progression toast> sequence index
  • commendation callout sequence index
  • <scripted object> health
  • <scripted object> recent body damage
  • <scripted object> recent shield damage
  • <scripted object> distance
  • <scripted object> elevation
  • <scripted object> combat status
  • <scripted object> priority onscreen sequence index
  • <scripted object> priority offscreen sequence index
  • license plate icon index
  • license plate designator icon index
  • metagame time
  • metagame transient score
  • metagame p1 score
  • metagame p2 score
  • metagame p3 score
  • metagame p4 score
  • <metagame player> score
  • metagame time multiplier
  • metagame skull/diff mult
  • metagame total multiplier
  • metagame neg. trans score
  • survival mode set
  • survival mode round
  • survival mode wave
  • survival mode lives
  • survival mode enemy lives
  • survival mode bonus round timer
  • survival mode bonus round points
  • enemy player kills
  • s.b. friendly score
  • s.b. enemy score
  • s.b. max score
  • arming meter frac
  • megalo engine icon index
  • <megalo omni widget> meter value
  • <megalo omni widget> augmentation icon sequence index
  • megalo progress bar meter value
  • <campaign ft> shield
  • campaign ft possible action obj dist
  • campaign ft pending target obj dist
  • campaign ft current target obj dist
  • mp obj ft 1 shield
  • mp obj ft 2 shield
  • mp obj ft 3 shield
  • mp obj ft 1 meter
  • mp obj ft 2 meter
  • mp obj ft 3 meter
  • mp obj ft 1 yaw
  • mp obj ft 2 yaw
  • mp obj ft 3 yaw
  • mp obj ft 1 damage yaw
  • mp obj ft 2 damage yaw
  • mp obj ft 3 damage yaw
  • <ft member> shield
  • <ft member> meter
  • <ft member> yaw
  • <ft member> damage yaw
  • budget fraction
  • budget left
  • s.f. total time
  • s.f. marker time
  • s.f. chap width
  • s.f. buffered theta
  • s.f. curr. pos. theta
  • s.f. record start theta
  • s.f. pie fraction
  • network latency
  • network latency quality
  • network host quality
  • network local quality
short enum
12224state datastruct
23632placement datastruct
2684animation datastruct
272120render datastruct

chud_widget_animation_block_struct

2 fields · 28 B
OffsetSizeFieldType
016render data templatetag reference
1612render datablock chud_widget_render_data_base_block · max 1block

chud_widget_render_data_struct

23 fields · 120 B
OffsetSizeFieldType
01shader type
  • really simple
  • anti-alias
  • meter
  • text simple
  • meter shield
  • meter gradient
  • crosshair
  • d-dmg (don't use)
  • solid (don't use)
  • sensor (don't use)
  • meter single-color
  • navpoints
  • medal
  • texture cam
  • meter chapter
  • meter double gradient
  • meter radial gradient
  • distortion and blur
  • emblem
  • ddamage apply
  • damage tracker (don't use)
char enum
416custom color Areal argb color
2016custom color Breal argb color
3616custom color Creal argb color
5216custom color Dreal argb color
684custom scalar Areal
724custom scalar Breal
764custom scalar Creal
804custom scalar Dreal
842color output A
  • custom color A
  • custom color B
  • custom color C
  • custom color D
  • color animation A
  • color animation B
  • scoreboard friendly
  • scoreboard enemy
  • arming meter
  • metagame p1 color
  • metagame p2 color
  • metagame p3 color
  • metagame p4 color
  • <metagame player> color
  • commendation game type color
  • commendation callout level color
  • <scripted object> primary color
  • <scripted object> secondary color
  • primary background
  • secondary background
  • highlight
  • flash
  • crosshair normal
  • crosshair enemy
  • crosshair friendly
  • navpt normal
  • navpt ally
  • navpt neutral
  • navpt enemy
  • navpt dead
  • navpt laser point open
  • navpt laser point locked
  • navpt text
  • msg flash self
  • msg flash friend
  • msg flash enemy
  • msg flash neutral
  • invincible shield
  • player navpoint (firing)
  • player navpoint (taking damage)
  • player navpoint (speaking)
  • player navpoint (coop spawning)
  • custom 0
  • custom 1
  • custom 2
  • neutral territory
  • fire team triangle (close)
  • fire team triangle (far)
  • fire team triangle border (close)
  • fire team triangle border (far)
short enum
862color output B
  • custom color A
  • custom color B
  • custom color C
  • custom color D
  • color animation A
  • color animation B
  • scoreboard friendly
  • scoreboard enemy
  • arming meter
  • metagame p1 color
  • metagame p2 color
  • metagame p3 color
  • metagame p4 color
  • <metagame player> color
  • commendation game type color
  • commendation callout level color
  • <scripted object> primary color
  • <scripted object> secondary color
  • primary background
  • secondary background
  • highlight
  • flash
  • crosshair normal
  • crosshair enemy
  • crosshair friendly
  • navpt normal
  • navpt ally
  • navpt neutral
  • navpt enemy
  • navpt dead
  • navpt laser point open
  • navpt laser point locked
  • navpt text
  • msg flash self
  • msg flash friend
  • msg flash enemy
  • msg flash neutral
  • invincible shield
  • player navpoint (firing)
  • player navpoint (taking damage)
  • player navpoint (speaking)
  • player navpoint (coop spawning)
  • custom 0
  • custom 1
  • custom 2
  • neutral territory
  • fire team triangle (close)
  • fire team triangle (far)
  • fire team triangle border (close)
  • fire team triangle border (far)
short enum
882color output C
  • custom color A
  • custom color B
  • custom color C
  • custom color D
  • color animation A
  • color animation B
  • scoreboard friendly
  • scoreboard enemy
  • arming meter
  • metagame p1 color
  • metagame p2 color
  • metagame p3 color
  • metagame p4 color
  • <metagame player> color
  • commendation game type color
  • commendation callout level color
  • <scripted object> primary color
  • <scripted object> secondary color
  • primary background
  • secondary background
  • highlight
  • flash
  • crosshair normal
  • crosshair enemy
  • crosshair friendly
  • navpt normal
  • navpt ally
  • navpt neutral
  • navpt enemy
  • navpt dead
  • navpt laser point open
  • navpt laser point locked
  • navpt text
  • msg flash self
  • msg flash friend
  • msg flash enemy
  • msg flash neutral
  • invincible shield
  • player navpoint (firing)
  • player navpoint (taking damage)
  • player navpoint (speaking)
  • player navpoint (coop spawning)
  • custom 0
  • custom 1
  • custom 2
  • neutral territory
  • fire team triangle (close)
  • fire team triangle (far)
  • fire team triangle border (close)
  • fire team triangle border (far)
short enum
902color output D
  • custom color A
  • custom color B
  • custom color C
  • custom color D
  • color animation A
  • color animation B
  • scoreboard friendly
  • scoreboard enemy
  • arming meter
  • metagame p1 color
  • metagame p2 color
  • metagame p3 color
  • metagame p4 color
  • <metagame player> color
  • commendation game type color
  • commendation callout level color
  • <scripted object> primary color
  • <scripted object> secondary color
  • primary background
  • secondary background
  • highlight
  • flash
  • crosshair normal
  • crosshair enemy
  • crosshair friendly
  • navpt normal
  • navpt ally
  • navpt neutral
  • navpt enemy
  • navpt dead
  • navpt laser point open
  • navpt laser point locked
  • navpt text
  • msg flash self
  • msg flash friend
  • msg flash enemy
  • msg flash neutral
  • invincible shield
  • player navpoint (firing)
  • player navpoint (taking damage)
  • player navpoint (speaking)
  • player navpoint (coop spawning)
  • custom 0
  • custom 1
  • custom 2
  • neutral territory
  • fire team triangle (close)
  • fire team triangle (far)
  • fire team triangle border (close)
  • fire team triangle border (far)
short enum
922color output E
  • custom color A
  • custom color B
  • custom color C
  • custom color D
  • color animation A
  • color animation B
  • scoreboard friendly
  • scoreboard enemy
  • arming meter
  • metagame p1 color
  • metagame p2 color
  • metagame p3 color
  • metagame p4 color
  • <metagame player> color
  • commendation game type color
  • commendation callout level color
  • <scripted object> primary color
  • <scripted object> secondary color
  • primary background
  • secondary background
  • highlight
  • flash
  • crosshair normal
  • crosshair enemy
  • crosshair friendly
  • navpt normal
  • navpt ally
  • navpt neutral
  • navpt enemy
  • navpt dead
  • navpt laser point open
  • navpt laser point locked
  • navpt text
  • msg flash self
  • msg flash friend
  • msg flash enemy
  • msg flash neutral
  • invincible shield
  • player navpoint (firing)
  • player navpoint (taking damage)
  • player navpoint (speaking)
  • player navpoint (coop spawning)
  • custom 0
  • custom 1
  • custom 2
  • neutral territory
  • fire team triangle (close)
  • fire team triangle (far)
  • fire team triangle border (close)
  • fire team triangle border (far)
short enum
942color output F
  • custom color A
  • custom color B
  • custom color C
  • custom color D
  • color animation A
  • color animation B
  • scoreboard friendly
  • scoreboard enemy
  • arming meter
  • metagame p1 color
  • metagame p2 color
  • metagame p3 color
  • metagame p4 color
  • <metagame player> color
  • commendation game type color
  • commendation callout level color
  • <scripted object> primary color
  • <scripted object> secondary color
  • primary background
  • secondary background
  • highlight
  • flash
  • crosshair normal
  • crosshair enemy
  • crosshair friendly
  • navpt normal
  • navpt ally
  • navpt neutral
  • navpt enemy
  • navpt dead
  • navpt laser point open
  • navpt laser point locked
  • navpt text
  • msg flash self
  • msg flash friend
  • msg flash enemy
  • msg flash neutral
  • invincible shield
  • player navpoint (firing)
  • player navpoint (taking damage)
  • player navpoint (speaking)
  • player navpoint (coop spawning)
  • custom 0
  • custom 1
  • custom 2
  • neutral territory
  • fire team triangle (close)
  • fire team triangle (far)
  • fire team triangle border (close)
  • fire team triangle border (far)
short enum
962scalar output A
  • zero
  • one
  • external input A
  • external input B
  • custom scalar A
  • custom scalar B
  • custom scalar C
  • custom scalar D
  • flash animation
  • scalar animation B
short enum
982scalar output B
  • zero
  • one
  • external input A
  • external input B
  • custom scalar A
  • custom scalar B
  • custom scalar C
  • custom scalar D
  • flash animation
  • scalar animation B
short enum
1002scalar output C
  • zero
  • one
  • external input A
  • external input B
  • custom scalar A
  • custom scalar B
  • custom scalar C
  • custom scalar D
  • flash animation
  • scalar animation B
short enum
1022scalar output D
  • zero
  • one
  • external input A
  • external input B
  • custom scalar A
  • custom scalar B
  • custom scalar C
  • custom scalar D
  • flash animation
  • scalar animation B
short enum
1042scalar output E
  • zero
  • one
  • external input A
  • external input B
  • custom scalar A
  • custom scalar B
  • custom scalar C
  • custom scalar D
  • flash animation
  • scalar animation B
short enum
1062scalar output F
  • zero
  • one
  • external input A
  • external input B
  • custom scalar A
  • custom scalar B
  • custom scalar C
  • custom scalar D
  • flash animation
  • scalar animation B
short enum
1088scissor rectrectangle 2d
1162alpha blend mode
  • opaque
  • additive
  • multiply
  • alpha blend
  • double multiply
  • pre multiplied alpha
  • maximum
  • multiply add
  • add src times dstalpha
  • add src times srcalpha
  • inverse alpha blend
  • motion blur static
  • motion blur inhibit
  • apply shadow to shadow mask
  • alpha blend constant
  • overdraw apply
  • wet effect
  • minimum
short enum

chud_widget_render_data_base_block_struct

2 fields · 28 B
OffsetSizeFieldType
016animation data templatetag reference
1612animation datablock chud_widget_animation_data_base_block · max 2block

chud_widget_datasource_struct

5 fields · 140 B
OffsetSizeFieldType
028initializingstruct
2828activestruct
5628flashingstruct
8428readyingstruct
11228unreadyingstruct

chud_widget_datasource_base_block

3 fields · 20 B
OffsetSizeFieldType
01flags
  • play reverse
byte flags
11input type
  • time
  • extern 1
  • extern 2
  • zero
char enum
416animationtag reference

chud_datasource_resolution_block

2 fields · 28 B
OffsetSizeFieldType
016placement data templatetag reference
1612placement datablock chud_widget_placement_data_base_block · max 5block

chud_datasource_position_block

6 fields · 28 B
OffsetSizeFieldType
01window state
  • fullscreen wide
  • fullscreen standard
  • halfscreen
  • quarterscreen wide
  • quarterscreen standard
byte flags
11anchor type
  • parent
  • top left
  • top center
  • top right
  • center
  • bottom left
  • bottom center
  • bottom right
  • motion sensor
  • d-damge
  • messaging
  • state msg left
  • state msg right
  • msg bottom state
  • msg bottom prim
  • tracked target
  • <tracking object>
  • crosshair
  • backpack weapon
  • grenade
  • equipment
  • weapon target
  • ghost reticule
  • hologram target
  • airstrike target
  • <player>
  • <scripted object>
  • metagame bar
  • metagame p1
  • metagame p2
  • metagame p3
  • metagame p4
  • s.b. friendly
  • s.b. enemy
  • territory 1
  • territory 2
  • territory 3
  • territory 4
  • territory 5
  • state msg fireteam
  • fireteam possible action object
  • fireteam pending target object
  • fireteam current target object
  • fireteam pending directive unit
  • fireteam current directive unit
  • enemy objective object
  • friendly objective object
  • neutral objective object
  • lasing target object
  • <campaign fireteam member>
  • top center savedfilm
char enum
21anchor flags
  • clamp placement to screen circle
  • clamp placement unless splitscreen
  • do not rotate
byte flags
48widget originreal point 2d
128origin offsetreal point 2d
208widget scalereal point 2d

chud_widget_bitmap_block

2 fields · 28 B
OffsetSizeFieldType
016state data templatetag reference
1612state datablock chud_widget_state_data_base_block · max 1block

chud_widget_text_block_struct

7 fields · 56 B
OffsetSizeFieldType
012Active Stateblock chud_widget_state_and_block · max 10block
1212Flash Stateblock chud_widget_state_and_block · max 10block
2412Hidden Stateblock chud_widget_state_and_block · max 10block
362Active State Editor Rootshort block index
382Flash State Editor Rootshort block index
402Hidden State Editor Rootshort block index
4412State Editor Datablock chud_widget_state_editor_block · max 4068block

chud_widget_object_highlight_block

6 fields · 20 B
OffsetSizeFieldType
04flags
  • Invert condition
long flags
44type
  • state
  • AND
  • OR
long enum
84condition
  • FLAG DELETED FROM CODE
  • fullscreen wide
  • fullscreen standard
  • halfscreen
  • quarterscreen wide
  • quarterscreen standard
  • texture camera available
  • chud_state_debug_flag
  • hs variable 1 active
  • hs variable 2 active
  • hs variable 3 active
  • hs variable 4 active
  • hs variable 5 active
  • hs variable 6 active
  • hs variable 7 active
  • hs variable 8 active
  • hs variable 9 active
  • hs variable 10 active
  • hs screen training active
  • hs screen objective active
  • hs screen chapter title active
  • spartan
  • elite
  • monitor
  • first person
  • third person
  • unshielded minor
  • unshielded major
  • unshielded critical
  • shielded minor
  • shielded major
  • shielded critical
  • shield available
  • overshield 2
  • overshield 3
  • overshield 4
  • player training available
  • minimap enabled
  • sensor range 10m
  • sensor range 25m
  • sensor range 75m
  • sensor range 150m
  • unarmed
  • single wielding
  • dual wielding
  • support weapon
  • in sabre
  • motion sensor enabled
  • motion sensor disabled
  • binoculars enabled
  • binoculars disabled
  • equipment active
  • equipment inactive
  • equipment disabled by player traits
  • equipment reached minimum activation energy
  • lasing enabled
  • lasing disabled
  • player is firing
  • player is talking
  • player is broadcasting
  • VOICE no
  • VOICE banned
  • VOICE radio
  • VOICE radio brdcst
  • VOICE open
  • VOICE open brdcst
  • in space
  • airstrike enabled
  • airstrike is offscreen
  • ghost target available
  • hologram target available
  • airstrike target available
  • target tracking available
  • tracked target is offscreen
  • heat is on fire
  • heat is on betrayal penalty
  • 3d motion sensor enabled
  • out of bounds
  • vtol altitude locked
  • missile locked
  • missile tracking
  • missile locked really close
  • backpack weapon unavailable
  • zoomed
  • unzoomed
  • zoom lvl 1
  • zoom lvl 2
  • zoom changing 0 to 1
  • zoom changing 1 to 2
  • zoom changing 1 to 0
  • zoom changing 2 to 0
  • sniper flava available
  • grenades unusable
  • <grenade> selected
  • <grenade> unselected
  • <grenade> pickup
  • <grenade> empty
  • weapon is right hand
  • weapon is left hand
  • weapon is backpacked
  • crosshair normal
  • crosshair friendly
  • crosshair enemy
  • crosshair enemy headshot
  • crosshair enemy weakpoint
  • crosshair invincible
  • plasma track
  • ammo loaded low
  • ammo loaded empty
  • ammo reserve low
  • ammo reserve empty
  • battery low
  • battery empty
  • overheating
  • locking on available
  • lock available
  • lock unavailable
  • locked on available
  • locked on unavailable
  • ammo pickup
  • <skull> active
  • <skull> is primary
  • <skull> is secondary
  • <skull> is custom
  • fireteam command mode available
  • fireteam possible action object valid
  • fireteam pending action object valid
  • fireteam current target object valid
  • fireteam possible action object offscreen
  • fireteam pending action object offscreen
  • fireteam current target object offscreen
  • fireteam pending directive unit valid
  • fireteam current directive unit valid
  • fireteam pending directive unit offscreen
  • fireteam current directive unit offscreen
  • campaign fireteam regroup enabled
  • campaign fireteam slot 1 open
  • campaign fireteam slot 2 open
  • campaign fireteam slot 3 open
  • campaign fireteam slot 4 open
  • campaign fireteam slot 5 open
  • <campaign ft member> active
  • <campaign ft member> slot open
  • <campaign ft member> directive given
  • <campaign ft member> directive complete
  • <campaign ft member> health critical
  • <campaign ft member> dead
  • <campaign ft member> speaking
  • <medal> valid
  • <progression toast> active
  • <progression toast> level clear
  • <progression toast> level steel
  • <progression toast> level bronze
  • <progression toast> level silver
  • <progression toast> level gold
  • <progression toast> level onyx
  • <progression toast> level max
  • <player> active
  • <player> alive
  • <player> is me
  • <player> on same team/fireteam
  • <player> is enemy
  • <player> is talking
  • <player> in line of sight
  • <player> taking damage
  • <player> is shooting
  • <player> has been spotted
  • <player> is being spawned on
  • <player> offscreen
  • watermark compass on
  • commendation callout active
  • commendation callout level steel
  • commendation callout level bronze
  • commendation callout level silver
  • commendation callout level gold
  • commendation callout level onyx
  • commendation callout level max
  • transient cookies available
  • campaign solo
  • campaign coop
  • campaign survival
  • difficulty easy
  • difficulty normal
  • difficulty heroic
  • difficulty legendary
  • campaign objective available
  • <metagame player> active
  • <metagame player> talking
  • metagame p1 talking
  • metagame p2 enabled
  • metagame p2 talking
  • metagame p3 enabled
  • metagame p3 talking
  • metagame p4 enabled
  • metagame p4 talking
  • transient score avail.
  • metagame multikill avail
  • metagame neg. score avail.
  • metagame FFA scoring
  • metagame team scoring
  • <scripted object> valid
  • <scripted object> alive
  • <scripted object> offscreen
  • <scripted object> taken recent body damage
  • <scripted object> taken recent shield damage
  • <scripted object> priority 0
  • <scripted object> priority 1
  • <scripted object> priority 2
  • <scripted object> priority 3
  • <scripted object> priority 4
  • <scripted object> priority 5
  • <scripted object> priority 6
  • <scripted object> priority 7
  • <scripted object> priority 8
  • <scripted object> priority 9
  • <scripted object> priority 10
  • <scripted object> priority 11
  • <scripted object> priority 12
  • <scripted object> priority 13
  • <scripted object> priority 14
  • <scripted object> priority 15
  • <scripted object> priority 16
  • <scripted object> priority 17
  • <scripted object> priority 18
  • <scripted object> priority 19
  • <scripted object> priority 20
  • <scripted object> priority 21
  • <scripted object> priority 22
  • <scripted object> priority 23
  • <scripted object> priority 24
  • <scripted object> priority 25
  • <scripted object> priority 26
  • <scripted object> priority 27
  • <scripted object> priority 28
  • <scripted object> priority 29
  • survival wave 0
  • survival wave 1
  • survival wave 2
  • survival wave 3
  • survival wave 4
  • survival wave 5
  • survival wave 6
  • survival wave 7
  • survival wave 8
  • survival wave 9
  • survival round 0
  • survival round 1
  • survival round 2
  • survival round 3
  • survival round 4
  • survival round 5
  • survival round 6
  • survival round 7
  • survival round 8
  • survival round 9
  • survival lives infinite
  • survival lives 0
  • survival lives 1
  • survival lives 2
  • survival lives 3
  • survival lives 4
  • survival lives 5
  • survival bonus round
  • multi ffa
  • multi team
  • mp sandbox
  • mp megalo
  • offense
  • defense
  • game has no teams
  • player is special
  • player special and defense
  • friendly score available
  • enemy score available
  • variant name available
  • variant objective available
  • variant objective designator available
  • talking player available
  • arming meter available
  • time left available
  • friendly posession
  • enemy posession
  • variant custom a
  • variant custom b
  • variant custom c
  • variant custom d
  • variant custom e
  • variant custom f
  • round start period
  • test enabled
  • <megalo omni widget> available
  • <megalo omni widget> label string available
  • <megalo omni widget> value string available
  • <megalo omni widget> meter available
  • <megalo omni widget> icon available
  • megalo progress bar available
  • last man standing
  • teammate attempting to spawn
  • status ready to spawn
  • status waiting to spawn
  • status enemy territory
  • status teammate damage
  • status enemy nearby
  • status projectiles
  • ft member 1
  • ft member 2
  • ft member 3
  • <ft member> is member 1
  • <ft member> is member 2
  • <ft member> is member 3
  • <ft member> exists
  • <ft member> alive
  • <ft member> idle
  • <ft member> arming
  • <ft member> disarming
  • <ft member> dead
  • <ft member> buying
  • <ft member> taking damage
  • <ft member> shield empty
  • budget available
  • default crosshair
  • active crosshair
  • manipulation crosshair
  • not-allowed crosshair
  • forge screen open
  • axes global
  • axes local
  • film playback
  • saved film recording mode
  • saved film normal mode
long enum
122parentshort block index
142first childshort block index
162next siblingshort block index

chud_definition_info_struct

1 fields · 12 B
OffsetSizeFieldType
012ORblock chud_widget_state_or_block · max 10block

chud_widget_update_cache_block

2 fields · 8 B
OffsetSizeFieldType
01flags
  • Invert condition
byte flags
44condition
  • FLAG DELETED FROM CODE
  • fullscreen wide
  • fullscreen standard
  • halfscreen
  • quarterscreen wide
  • quarterscreen standard
  • texture camera available
  • chud_state_debug_flag
  • hs variable 1 active
  • hs variable 2 active
  • hs variable 3 active
  • hs variable 4 active
  • hs variable 5 active
  • hs variable 6 active
  • hs variable 7 active
  • hs variable 8 active
  • hs variable 9 active
  • hs variable 10 active
  • hs screen training active
  • hs screen objective active
  • hs screen chapter title active
  • spartan
  • elite
  • monitor
  • first person
  • third person
  • unshielded minor
  • unshielded major
  • unshielded critical
  • shielded minor
  • shielded major
  • shielded critical
  • shield available
  • overshield 2
  • overshield 3
  • overshield 4
  • player training available
  • minimap enabled
  • sensor range 10m
  • sensor range 25m
  • sensor range 75m
  • sensor range 150m
  • unarmed
  • single wielding
  • dual wielding
  • support weapon
  • in sabre
  • motion sensor enabled
  • motion sensor disabled
  • binoculars enabled
  • binoculars disabled
  • equipment active
  • equipment inactive
  • equipment disabled by player traits
  • equipment reached minimum activation energy
  • lasing enabled
  • lasing disabled
  • player is firing
  • player is talking
  • player is broadcasting
  • VOICE no
  • VOICE banned
  • VOICE radio
  • VOICE radio brdcst
  • VOICE open
  • VOICE open brdcst
  • in space
  • airstrike enabled
  • airstrike is offscreen
  • ghost target available
  • hologram target available
  • airstrike target available
  • target tracking available
  • tracked target is offscreen
  • heat is on fire
  • heat is on betrayal penalty
  • 3d motion sensor enabled
  • out of bounds
  • vtol altitude locked
  • missile locked
  • missile tracking
  • missile locked really close
  • backpack weapon unavailable
  • zoomed
  • unzoomed
  • zoom lvl 1
  • zoom lvl 2
  • zoom changing 0 to 1
  • zoom changing 1 to 2
  • zoom changing 1 to 0
  • zoom changing 2 to 0
  • sniper flava available
  • grenades unusable
  • <grenade> selected
  • <grenade> unselected
  • <grenade> pickup
  • <grenade> empty
  • weapon is right hand
  • weapon is left hand
  • weapon is backpacked
  • crosshair normal
  • crosshair friendly
  • crosshair enemy
  • crosshair enemy headshot
  • crosshair enemy weakpoint
  • crosshair invincible
  • plasma track
  • ammo loaded low
  • ammo loaded empty
  • ammo reserve low
  • ammo reserve empty
  • battery low
  • battery empty
  • overheating
  • locking on available
  • lock available
  • lock unavailable
  • locked on available
  • locked on unavailable
  • ammo pickup
  • <skull> active
  • <skull> is primary
  • <skull> is secondary
  • <skull> is custom
  • fireteam command mode available
  • fireteam possible action object valid
  • fireteam pending action object valid
  • fireteam current target object valid
  • fireteam possible action object offscreen
  • fireteam pending action object offscreen
  • fireteam current target object offscreen
  • fireteam pending directive unit valid
  • fireteam current directive unit valid
  • fireteam pending directive unit offscreen
  • fireteam current directive unit offscreen
  • campaign fireteam regroup enabled
  • campaign fireteam slot 1 open
  • campaign fireteam slot 2 open
  • campaign fireteam slot 3 open
  • campaign fireteam slot 4 open
  • campaign fireteam slot 5 open
  • <campaign ft member> active
  • <campaign ft member> slot open
  • <campaign ft member> directive given
  • <campaign ft member> directive complete
  • <campaign ft member> health critical
  • <campaign ft member> dead
  • <campaign ft member> speaking
  • <medal> valid
  • <progression toast> active
  • <progression toast> level clear
  • <progression toast> level steel
  • <progression toast> level bronze
  • <progression toast> level silver
  • <progression toast> level gold
  • <progression toast> level onyx
  • <progression toast> level max
  • <player> active
  • <player> alive
  • <player> is me
  • <player> on same team/fireteam
  • <player> is enemy
  • <player> is talking
  • <player> in line of sight
  • <player> taking damage
  • <player> is shooting
  • <player> has been spotted
  • <player> is being spawned on
  • <player> offscreen
  • watermark compass on
  • commendation callout active
  • commendation callout level steel
  • commendation callout level bronze
  • commendation callout level silver
  • commendation callout level gold
  • commendation callout level onyx
  • commendation callout level max
  • transient cookies available
  • campaign solo
  • campaign coop
  • campaign survival
  • difficulty easy
  • difficulty normal
  • difficulty heroic
  • difficulty legendary
  • campaign objective available
  • <metagame player> active
  • <metagame player> talking
  • metagame p1 talking
  • metagame p2 enabled
  • metagame p2 talking
  • metagame p3 enabled
  • metagame p3 talking
  • metagame p4 enabled
  • metagame p4 talking
  • transient score avail.
  • metagame multikill avail
  • metagame neg. score avail.
  • metagame FFA scoring
  • metagame team scoring
  • <scripted object> valid
  • <scripted object> alive
  • <scripted object> offscreen
  • <scripted object> taken recent body damage
  • <scripted object> taken recent shield damage
  • <scripted object> priority 0
  • <scripted object> priority 1
  • <scripted object> priority 2
  • <scripted object> priority 3
  • <scripted object> priority 4
  • <scripted object> priority 5
  • <scripted object> priority 6
  • <scripted object> priority 7
  • <scripted object> priority 8
  • <scripted object> priority 9
  • <scripted object> priority 10
  • <scripted object> priority 11
  • <scripted object> priority 12
  • <scripted object> priority 13
  • <scripted object> priority 14
  • <scripted object> priority 15
  • <scripted object> priority 16
  • <scripted object> priority 17
  • <scripted object> priority 18
  • <scripted object> priority 19
  • <scripted object> priority 20
  • <scripted object> priority 21
  • <scripted object> priority 22
  • <scripted object> priority 23
  • <scripted object> priority 24
  • <scripted object> priority 25
  • <scripted object> priority 26
  • <scripted object> priority 27
  • <scripted object> priority 28
  • <scripted object> priority 29
  • survival wave 0
  • survival wave 1
  • survival wave 2
  • survival wave 3
  • survival wave 4
  • survival wave 5
  • survival wave 6
  • survival wave 7
  • survival wave 8
  • survival wave 9
  • survival round 0
  • survival round 1
  • survival round 2
  • survival round 3
  • survival round 4
  • survival round 5
  • survival round 6
  • survival round 7
  • survival round 8
  • survival round 9
  • survival lives infinite
  • survival lives 0
  • survival lives 1
  • survival lives 2
  • survival lives 3
  • survival lives 4
  • survival lives 5
  • survival bonus round
  • multi ffa
  • multi team
  • mp sandbox
  • mp megalo
  • offense
  • defense
  • game has no teams
  • player is special
  • player special and defense
  • friendly score available
  • enemy score available
  • variant name available
  • variant objective available
  • variant objective designator available
  • talking player available
  • arming meter available
  • time left available
  • friendly posession
  • enemy posession
  • variant custom a
  • variant custom b
  • variant custom c
  • variant custom d
  • variant custom e
  • variant custom f
  • round start period
  • test enabled
  • <megalo omni widget> available
  • <megalo omni widget> label string available
  • <megalo omni widget> value string available
  • <megalo omni widget> meter available
  • <megalo omni widget> icon available
  • megalo progress bar available
  • last man standing
  • teammate attempting to spawn
  • status ready to spawn
  • status waiting to spawn
  • status enemy territory
  • status teammate damage
  • status enemy nearby
  • status projectiles
  • ft member 1
  • ft member 2
  • ft member 3
  • <ft member> is member 1
  • <ft member> is member 2
  • <ft member> is member 3
  • <ft member> exists
  • <ft member> alive
  • <ft member> idle
  • <ft member> arming
  • <ft member> disarming
  • <ft member> dead
  • <ft member> buying
  • <ft member> taking damage
  • <ft member> shield empty
  • budget available
  • default crosshair
  • active crosshair
  • manipulation crosshair
  • not-allowed crosshair
  • forge screen open
  • axes global
  • axes local
  • film playback
  • saved film recording mode
  • saved film normal mode
long enum

Generated from the shipped game data, which carries its own tag definitions. Schema only: field names, types, offsets, and option names are published; tag values are not. See Self-describing tag layout for how this is extracted.