Saints Row 2 Function Reference

Local functions

These functions are defined within the patch lua files. They are assumed to be only available within the file that defines them or by including the file in another script.

Some of these functions may essentially be global since their files are always loaded; which files (and which functions) haven't been determined yet.

Function name Global Defined in Examples from patch (click blue number to expand)
action_or_state_play false 1 1
action_play false 1 21
action_play_custom false 1 6
action_play_non_blocking false 1 8
  • bh10.lua, line 1314: action_play_non_blocking(CHAR_MAERO, "minigun fallover", nil, nil, true )
  • ss05.lua, line 1488: action_play_non_blocking( name, "talk confrontational" )
  • ss05.lua, line 1490: action_play_non_blocking( name, "talk disrespect" )
  • ss08.lua, line 1893: --action_play_non_blocking( character_name, anim_name, morph_name, force_play, stand_still )
  • ss08.lua, line 1894: action_play_non_blocking( PIERCE_NAME, "talk disrespect", "", true, true )
  • ss09.lua, line 757: action_play_non_blocking( MR_SUNSHINE_NAME, VOODOO_DOLL_KNOCKED_AWAY_FLINCH, nil, nil, true )
  • ss09.lua, line 930: action_play_non_blocking(MR_SUNSHINE_NAME, STAB_VOODOO_DOLL, nil, nil, true )
  • ug_lib.lua, line 325: action_play_non_blocking(name, anim_name, morph_name, force_play, stand_still)
action_sequence_play false 1
    action_sequence_play_thread false 1
      action_sequence_table_play false 1 2
      activity_level_add_item false 1
        activity_level_cancel false 1
          activity_level_close false 1 1
          activity_level_exit false 1
            activity_level_get_menu_width false 1
              activity_level_init false 1
                activity_level_menu_init false 1
                  activity_level_select false 1
                    activity_score_bar_change false 1
                      activity_score_bar_hide false 1 1
                      activity_score_bar_init false 1 1
                      after_gamespy_loggin false 1
                        airplane_fly_to false 1
                          airplane_land false 1
                            airplane_takeoff false 1 1
                            airport_init false 1 1
                            airport_main false 1
                              ai_test_start false 1
                                ai_test_success false 1
                                  all_characters_in_vehicle false 1 1
                                  • ep02.lua, line 606: while not (all_characters_in_vehicle() and get_dist_char_to_nav(LOCAL_PLAYER, NAV_ESCAPE_FINISH) <= 5) do
                                  anim_in_complete false 1
                                    anim_out_complete false 1
                                      apartments_init false 1 1
                                      apartments_main false 1
                                        arena_init false 1 1
                                        arena_main false 1
                                          argument_unwrapper false 1 1
                                          attack false 1 171
                                          attack_closest_player false 1 30
                                          attack_safe false 1 70
                                          audio_play false 1 251
                                          audio_play_conversation false 1 78
                                          audio_play_conversation_in_vehicle false 1 3
                                          audio_play_delayed false 1
                                            audio_play_delayed_thread false 2
                                              audio_play_for_cellphone_force false 1
                                                audio_play_for_character false 1 115
                                                • bh01.lua, line 363: audio_play_for_character( dialogue, char, "voice", false, true )
                                                • bh02.lua, line 343: audio_play_for_character("DONNIE_BR02_BREAKDET", CHAR_DONNIE, "voice")
                                                • bh02.lua, line 541: audio_play_for_character( DONNIE_DRIVING_LINES[line_count], CHAR_DONNIE, "voice", false, false )
                                                • bh02.lua, line 652: audio_play_for_character( DONNIE_BOMBSTART_LINES[line_index], donnie, "voice", false, true)
                                                • bh02.lua, line 660: audio_play_for_character( DONNIE_WHINING_LINES[next_line_index], CHAR_DONNIE, "voice", false, false )
                                                • bh02.lua, line 665: audio_play_for_character( DONNIE_WHINING_LINES[next_line_index], CHAR_DONNIE, "voice", false, false )
                                                • bh02.lua, line 717: audio_play_for_character( DONNIE_BOMBFINISH_LINES[line_index], donnie, "voice")
                                                • bh02.lua, line 1003: audio_play_for_character( "SFX_DON_BOMB_DETONATE", player, "foley" )
                                                • bh03.lua, line 986: audio_play_for_character( CARLOS_HELI_DAMAGED_LINE, CARLOS_NAME )
                                                • bh03.lua, line 1568: audio_play_for_character( PILOT_COMPLAIN_LINES[i], ESCAPE_HELI_PILOT_NAME, "voice", false, true )
                                                • bh03.lua, line 1569: audio_play_for_character( CARLOS_COMPLAIN_TO_PILOT_LINES[i], CARLOS_NAME, "voice", false, true )
                                                • bh04.lua, line 330: local audio_truck_work = audio_play_for_character("SFX_DONNIE_TRUCK_WORK", CHAR_DONNIE)
                                                • bh04.lua, line 339: audio_play_for_character("DONNIE_BR04_SEEPLAYER", CHAR_DONNIE, "voice")
                                                • bh04.lua, line 442: audio_play_for_character( audio_name, speaking_character, "voice", false, true)
                                                • bh05.lua, line 427: audio_play_for_character( JESSICA_GRABBED_LINE, CHAR_JESSICA, "voice", false, true )
                                                • bh05.lua, line 457: audio_play_for_character( JESSICA_PRE_ALARM_DISABLED, CHAR_JESSICA, "voice", false, false )
                                                • bh10.lua, line 645: audio_play_for_character(VOICE_15_KILLS, LOCAL_PLAYER, "voice")
                                                • bh10.lua, line 648: audio_play_for_character(VOICE_12_KILLS, LOCAL_PLAYER, "voice")
                                                • bh10.lua, line 651: audio_play_for_character(VOICE_9_KILLS, LOCAL_PLAYER, "voice")
                                                • bh10.lua, line 654: audio_play_for_character(VOICE_6_KILLS, LOCAL_PLAYER, "voice")
                                                • bh10.lua, line 657: audio_play_for_character(VOICE_3_KILLS, LOCAL_PLAYER, "voice")
                                                • bh11.lua, line 264: audio_play_for_character(VOICE_MAERO_TAKE_DAMAGE, CHAR_MAERO, "voice")
                                                • coop_test.lua, line 321: Audio_handle = audio_play_for_character("SFX_ALARM_5", "coop_test_$c001", "foley")
                                                • em01.lua, line 676: audio_play_for_character("JULIUS_BONUS_MISSIONSTART", CHARACTER_JULIUS, "voice", false, true)
                                                • em01.lua, line 1080: audio_play_for_character("JULIUS_BONUS_REINFORCE", CHARACTER_JULIUS, "voice", false, true, 1, 2)
                                                • em01.lua, line 1160: audio_play_for_character("JULIUS_BONUS_REINFORCE", CHARACTER_JULIUS, "voice", false, true, 0, 2)
                                                • em01.lua, line 1256: audio_play_for_character("JULIUS_BONUS_REINFORCE", CHARACTER_JULIUS, "voice", false, true, 2, 2)
                                                • em01.lua, line 1899: audio_play_for_character("JULIUS_BONUS_CAR75_01", CHARACTER_JULIUS, "voice")
                                                • em01.lua, line 1902: audio_play_for_character("JULIUS_BONUS_CAR25_01", CHARACTER_JULIUS, "voice")
                                                • em01.lua, line 2125: audio_play_for_character("PLAYER_BONUS_GOONS_01", LOCAL_PLAYER, "voice")
                                                • em01.lua, line 2369: audio_play_for_character("JULIUS_BONUS_CRASHCAR_01", CHARACTER_JULIUS, "voice")
                                                • em01.lua, line 2411: audio_play_for_character("JULIUS_BONUS_CRASHCAR_01", CHARACTER_JULIUS, "voice")
                                                • ep01.lua, line 784: audio_play_for_character("TSSE01_SHAUNDI_DRIVING", CHARACTER_SHAUNDI, "voice", false, false)
                                                • ep01.lua, line 993: audio_play_for_character("TSSE01_SHAUNDI_RESCUED_1", CHARACTER_SHAUNDI, "voice", false, true)
                                                • ep01.lua, line 994: audio_play_for_character("TSSE01_SHAUNDI_FINDPIERCE_1", CHARACTER_SHAUNDI, "voice", false, false)
                                                • ep01.lua, line 996: audio_play_for_character("TSSE1_SHAUNDI_FIRST_L1", CHARACTER_SHAUNDI, "voice", false, true)
                                                • ep01.lua, line 997: audio_play_for_character("TSSE1_SHAUNDI_FIRST_L2", CHARACTER_SHAUNDI, "voice", false, false)
                                                • ep01.lua, line 1014: audio_play_for_character("TSSE01_SHAUNDI_RESCUED_1", CHARACTER_SHAUNDI, "voice", false, true)
                                                • ep01.lua, line 1126: audio_play_for_character("TSSE01_SHAUNDI_CAPTURED_1", CHARACTER_SHAUNDI, "voice", false, true)
                                                • ep01.lua, line 1550: audio_play_for_character("TSSE1_PIERCE_FIRST_L1", CHARACTER_PIERCE, "voice", false, true)
                                                • ep01.lua, line 1551: audio_play_for_character("TSSE1_PIERCE_FIRST_L2", LOCAL_PLAYER, "voice", false, false)
                                                • ep01.lua, line 1555: audio_play_for_character("TSSE01_SHAUNDI_SEESPIERCE_1", CHARACTER_SHAUNDI, "voice", false, false)
                                                • rn01.lua, line 1155: audio_play_for_character("GAT_RON1_ESCAPE_01", CHARACTER_GAT, "voice", false, true)
                                                • rn04.lua, line 651: audio_play_for_character("PLAYER_RON4_FIRST_WAVE_01", LOCAL_PLAYER, "voice", false, true)
                                                • rn04.lua, line 741: audio_play_for_character("BMTSS1_RON4_SECOND_WAVE_01", CHARACTER_HOMIE, "voice", false, true)
                                                • rn04.lua, line 776: audio_play_for_character("GAT_RON4_RANDOM_DELERIUM", CHARACTER_GAT, "voice", false, true)
                                                • rn04.lua, line 790: audio_play_for_character("GAT_RON4_RANDOM_DELERIUM", CHARACTER_GAT, "voice", false, true)
                                                • rn04.lua, line 953: audio_play_for_character("BMTSS1_RON4_ROADBLOCK_01", CHARACTER_HOMIE, "voice", false, false)
                                                • rn04.lua, line 978: audio_play_for_character("BMTSS1_RON4_CHURCH_JUMP_01", CHARACTER_HOMIE, "voice", false, false)
                                                • rn04.lua, line 1014: audio_play_for_character("BMTSS1_RON4_DITCH_JUMP_01", CHARACTER_HOMIE, "voice", false, false)
                                                • rn04.lua, line 1019: audio_play_for_character("BMTSS1_RON4_DITCH_JUMP_01", CHARACTER_HOMIE, "voice", false, false)
                                                • rn04.lua, line 1023: audio_play_for_character("BMTSS1_RON4_AROUND_DITCH_01", CHARACTER_HOMIE, "voice", false, false)
                                                • rn04.lua, line 1049: audio_play_for_character("PLAYER_RON4_HOSPITAL_01", LOCAL_PLAYER, "voice", false, true)
                                                • rn04.lua, line 1573: audio_play_for_character("GAT_RON4_RANDOM_DELERIUM", CHARACTER_GAT, "voice", false, true)
                                                • rn04.lua, line 1634: audio_play_for_character(homie_dialogue_lines[next_dialogue][2], CHARACTER_HOMIE, "voice", false, false)
                                                • rn05.lua, line 1471: audio_play_for_character(audio_name, character, "voice", false, blocking)
                                                • rn07.lua, line 2198: audio_play_for_character(Rn07_dialogue_gat, CHARACTER_GAT, "voice", false, true)
                                                • rn08.lua, line 920: audio_play_for_character("GAT_RON8_SPLIT_01", CHARACTER_GAT, "voice", false, false)
                                                • sh_bh_chinatown.lua, line 446: audio_play_for_character("AMELD_BR_STRONG_CHINA", merchants[i], "voice", false, false)
                                                • sh_rn_rec_center.lua, line 125: saint_talking = audio_play_for_character("AMTSS3_RN_STRONG_REC_01","sh_rn_rec_center_$cSaintAgent", "voice", false, false) --VOICE: Hey Boss. I think the Yakuza are set up somewhere in the Sauna room. Yakuza go in, but nobody comes out.
                                                • sh_rn_rec_center.lua, line 137: --audio_play_for_character("FRANK_SHPLACEHOLDER_2","#PLAYER#", "foley", false, false) --VOICE: Alright, let's mount up.
                                                • sh_rn_rec_center.lua, line 157: --audio_play_for_character("sh_rn_rec_center_$cyak1-1", "threat - alert (solo attack)")
                                                • sh_rn_rec_center.lua, line 170: audio_play_for_character("AMRON1_RN_STRONG_REC","sh_rn_rec_center_$cyak1-1", "voice", false, false)
                                                • sh_rn_rec_center.lua, line 172: audio_play_for_character("AMRON1_RN_STRONG_REC","sh_rn_rec_center_$cyak1-1", "foley", false, false) --VOICE: Get Lost
                                                • ss02.lua, line 914: audio_play_for_character( ESCAPED_FROM_PRISON_LINE, LAURA_NAME, "voice", false, true )
                                                • ss02.lua, line 1271: audio_play_for_character( PLANT_BOMB_LINE, triggerer_name, "voice", false, false )
                                                • ss02.lua, line 1304: audio_play_for_character( "SFX_SS05_EXP_DUSTLAB", LOCAL_PLAYER, "foley", false, false )
                                                • ss02.lua, line 1481: audio_play_for_character( line, LAURA_NAME, "voice", false, true )
                                                • ss03.lua, line 508: audio_play_for_character( TOBIAS_ON_DAMAGED_LINES[Cur_on_damage_line_index], TOBIAS_NAME, "voice", false, true )
                                                • ss03.lua, line 607: audio_play_for_character( dialog_segment[DIALOG_STREAM_AUDIO_NAME_INDEX], LOCAL_PLAYER, "voice", false, true )
                                                • ss04.lua, line 819: audio_play_for_character( SHAUNDI_MOAN_AUDIO_NAME, SHAUNDI_NAME, "voice", false, true )
                                                • ss04.lua, line 835: audio_play_for_character( VC_HOLDING_SHAUNDI_AUDIO_NAME, SHAUNDI_NAME, "voice", false, true )
                                                • ss04.lua, line 913: audio_play_for_character( SHAUNDI_STUNNED_AUDIO_NAME, SHAUNDI_NAME, "voice", false, true )
                                                • ss05.lua, line 1168: audio_play_for_character( LAB_FOUR_EXIT_LAB, LOCAL_PLAYER, "voice", false, false )
                                                • ss05.lua, line 1313: audio_play_for_character( LAB_THREE_FINAL_TECH_FLEE, LAB_FOUR_ESCAPEE_TECH, "voice", false, false )
                                                • ss05.lua, line 1469: audio_play_for_character( LAB_THREE_HIDE_IN_THE_LAB, member_name, "voice", false, true )
                                                • ss05.lua, line 1510: audio_play_for_character( LAB_THREE_ENCLOSED_LAB_SWITCH_AUDIO, LOCAL_PLAYER, "voice", false, false )
                                                • ss06.lua, line 1404: audio_play_for_character( SAVED_SHAUNDI_DIALOG_LINE, SHAUNDI_NAME, "voice", false, false )
                                                • ss06.lua, line 1552: audio_play_for_character( SAVED_PIERCE_DIALOG_LINE, PIERCE_NAME, "voice", false, false )
                                                • ss07.lua, line 481: audio_play_for_character( PLAYER_GET_BACK_TO_SHORE_LINE, LOCAL_PLAYER, "voice", false, false )
                                                • ss07.lua, line 642: audio_play_for_character( PIERCE_CARJACKING_DIALOG_LINE, PIERCE_NAME, "voice", false, true )
                                                • ss07.lua, line 648: audio_play_for_character( PIERCE_NEED_SOME_MUSIC_LINE, PIERCE_NAME, "voice", false, false )
                                                • ss07.lua, line 653: audio_play_for_character( PLAYER_YOU_MUST_BE_KIDDING_LINE, LOCAL_PLAYER, "voice", false, false )
                                                • ss07.lua, line 655: audio_play_for_character( PLAYER_YOU_ARE_BAD_AT_SINGING_LINE, LOCAL_PLAYER, "voice", false, true )
                                                • ss07.lua, line 868: audio_play_for_character( PIERCE_CALLING_OUT_NEXT_HELICOPTER, PIERCE_NAME, "voice", false, false )
                                                • ss07.lua, line 879: audio_play_for_character( PIERCE_CALLING_OUT_NEXT_HELICOPTER, PIERCE_NAME, "voice", false, false )
                                                • ss07.lua, line 890: --audio_play_for_character( PIERCE_CALLING_OUT_NEXT_HELICOPTER, PIERCE_NAME, "voice", false, false )
                                                • ss07.lua, line 971: audio_play_for_character( PIERCE_MAKING_JUMP_LINE, PIERCE_NAME, "voice", false, false )
                                                • ss07.lua, line 1043: audio_play_for_character( PIERCE_CALLING_OUT_ALMOST_DROPOFF_LINES[line_index], PIERCE_NAME, "voice", false, false )
                                                • ss08.lua, line 1583: audio_play_for_character( SHAUNDI_WHATS_TAKING_SO_LONG_LINE, SHAUNDI_NAME, "voice", false, false )
                                                • ss09.lua, line 1010: audio_play_for_character( SUNSHINE_VOODOO_INTERRUPTED_LINES, MR_SUNSHINE_NAME, "voice", false, false )
                                                • ss10.lua, line 790: audio_play_for_character( SHAUNDI_MISSION_START_LINE, SHAUNDI_NAME, "voice", false, true )
                                                • ss10.lua, line 1146: audio_play_for_character( SHAUNDI_START_HACKING_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true )
                                                • ss10.lua, line 1156: audio_play_for_character( DONE_HACKING_LINE_ONE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true)
                                                • ss10.lua, line 1166: audio_play_for_character( DONE_HACKING_LINE_TWO, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true)
                                                • ss10.lua, line 1184: audio_play_for_character( SHAUNDI_GO_TO_ROOF_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                • ss10.lua, line 1353: audio_play_for_character( SHAUNDI_PAST_DESK_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true )
                                                • ss10.lua, line 1725: audio_play_for_character( SHAUNDI_HACK20P_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                • ss10.lua, line 1730: audio_play_for_character( SHAUNDI_HACK50P_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                • ss10.lua, line 1735: audio_play_for_character( SHAUNDI_HACK75P_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, false )
                                                • ss10.lua, line 2025: audio_play_for_character( "SFX_POLICE_CAMERA_ACTIVATE", SHAUNDI_REPAIR_VARIANT_NAME )
                                                • ss10.lua, line 2212: audio_play_for_character( REPAIRMAN_ATTACKED_LINE, REPAIR_MAN_NAME, "voice", false, false )
                                                • ss10.lua, line 2273: audio_play_for_character( SHAUNDI_NEAR_STATION_LINE, SHAUNDI_REPAIR_VARIANT_NAME, "voice", false, true )
                                                • ss11.lua, line 530: audio_play_for_character( SHAUNDI_LIMO_BUILT_LIKE_TANK_LINE, SHAUNDI_NAME, "voice", false, false )
                                                • ss11.lua, line 1536: audio_play_for_character( SHAUNDI_GENERAL_IS_ESCAPING_LINE, SHAUNDI_NAME, "voice", false, false )
                                                • ss11.lua, line 1673: --audio_play_for_character( SHAUNDI_GET_READY_FOR_LIMO_LINE, SHAUNDI_NAME, "voice", false, true )
                                                • tss01.lua, line 4787: audio_play_for_character(tag, character, audio_type, for_cutscene, blocking, nil, nil, nil, ignore_pause)
                                                • tss04.lua, line 571: audio_play_for_character(line, lieutenant, "voice", false, true)
                                                • tss04.lua, line 848: audio_play_for_character( "SYS_RACE_CHECKPOINT", human, "foley", false, false )
                                                • tss04.lua, line 910: audio_play_for_character( "SYS_RACE_CHECKPOINT", human, "foley", false, false )
                                                • ug_lib.lua, line 592: audio_play_for_character( audio_name, speaking_character, "voice", false, true)
                                                • ug_lib.lua, line 603: audio_play_for_character( audio_name, speaking_character, "voice", false, true)
                                                • ug_lib.lua, line 606: audio_play_for_character( audio_name, LOCAL_PLAYER, "voice", false, true, nil, nil, true )
                                                • ug_lib.lua, line 641: audio_play_for_character(audio_name, speaking_character, "voice", false, true)
                                                • ug_lib.lua, line 688: audio_play_for_character(conv_name, LOCAL_PLAYER, "voice", false, true)
                                                audio_play_for_character_weapon false 1 4
                                                audio_play_for_mover false 1 2
                                                audio_play_id false 1
                                                  audio_play_id_for_character false 1 3
                                                  • tss01.lua, line 1921: Tss01_heli_speaker_audio_inst = audio_play_id_for_character(vehicle_get_driver(heli), audio_id, type)
                                                  • tss01.lua, line 1971: Tss01_boat_chase_heli_speaker_audio_inst = audio_play_id_for_character(vehicle_get_driver(heli), audio_id, type)
                                                  • tss03_demo.lua, line 935: audio_play_id_for_character(human, Tss03_bumaga_yell_voice_id, Tss03_bumaga_yell_type_id)
                                                  audio_play_id_for_navpoint false 1 1
                                                  • tss01.lua, line 1889: Tss01_loud_speaker_audio_inst = audio_play_id_for_navpoint("tss01_$bullhorn_1", audio_id, type)