void SendRulesEvent1(wstring Param1, MwFastBuffer<wstring>& Param2, CSmPlayer@ Shooter, CSmPlayer@ Victim)
void SendRulesEvent2(wstring Param1, MwFastBuffer<wstring>& Param2, CSmPlayer@ Shooter, CSmPlayer@ Victim, CSmObject@ Object)
MwId GetAnimModelId(wstring ModelName)
void PlayAnimOnPlayer(MwId AnimModelId, CSmPlayer@ Player)
void PlayAnimAtPosition(MwId AnimModelId, vec3 Position, vec3 Direction)
MwId GetProjectileModelId(wstring ModelName)
void CreateProjectile1(CSmPlayer@ PlayerToIgnore, MwId ProjectileModelId, vec3 InitialPosition, vec3 InitialDirection, vec3 InitialVelocity)
void CreateProjectile2(CSmPlayer@ PlayerToIgnore, MwId ProjectileModelId, vec3 InitialPosition, vec3 InitialDirection, vec3 InitialVelocity, uint ContextId)
void CreateShoot1(CSmPlayer@ Shooter, MwId ProjectileModelId)
void CreateShoot2(CSmPlayer@ Shooter, MwId ProjectileModelId, uint ContextId)
bool Cooldown_IsReady(uint Now)
void Cooldown_Start()