AI_FN_POS_ELLIPSE;AI_FN_POS_ELLIPSE(f_radX, f_radY, f_timeMul)
AI_FN_ANG_SIN_TIME;AI_FN_ANG_SIN_TIME(f_min, f_max, f_timeMul, f_timeAdd)
AI_FN_ALPHA_SIN_TIME;AI_FN_ALPHA_SIN_TIME(f_min, f_max, f_timeMul, f_timeAdd)
AI_FN_GET_TARGET_POS;AI_FN_GET_TARGET_POS(no params)
AI_FN_GET_TARGET_ANG;AI_FN_GET_TARGET_ANG(no params)
AI_FN_LIGHT_FLICKER1;AI_FN_LIGHT_FLICKER1(f_timeMul, f_threshold)
AI_FN_LIGHT_ANG_CONE_XZ_TIME;LIGHT_ANG_CONE_XZ_TIME(f_coneHeight, f_coneRadius, f_timeMul, f_timeAdd)
AI_ACTIVE_DOORFACE_AUTOCLOSE;DOORFACE_AUTOCLOSE(s_openSnd, s_closeSnd, b_DontChangeFrames)
AI_FN_FOLLOW_TARGET_RAIL;AI_FN_FOLLOW_TARGET_RAIL(n_dir=-1/1, f_speedPPS, f_pointPauseSec, b_autoChangeDirection, b_looping, f_positionPercent)
AI_FN_TOUCH_WHEN_SEE_PLAYER;AI_FN_TOUCH_WHEN_SEE_PLAYER(f_angle, f_angleFOV, f_radius, f_cooldownSec)
AI_TRIGGER_IN_OUT;TRIGGER_IN_OUT(b_triggerPlayer, b_triggerActor, [s_onOutScript])
AI_PARTICLES_GENERATOR;PARTICLES_GENERATOR(s_type, s_layer)
AI_COLL_KILL_ACTORS;COLL_KILL_ACTORS(b_killPlayer, b_killOthers, b_splat)
AI_COLL_BREAKABLE_DOOR;COLL_BREAKABLE_DOOR(f_life, b_reinforced)
AI_COLL_BREAKABLE_WINDOW;COLL_BREAKABLE_WINDOW(f_life)
AI_ACTIVE_SWINGING_FRONTOBJ;ACTIVE_SWINGING_FRONTOBJ(no params)
AI_ACTIVE_EXPLO_TRAP;AI_ACTIVE_EXPLO_TRAP(no params)
AI_ACTIVE_CHECKPOINT;CHECKPOINT(n_isFirst)
AI_ACTIVE_TEAM_TELEPORTER_2FRAMES;TEAM_TELEPORTER_2FRAMES(f_slowTimeDuration, b_EnterHiddenRoom, b_DontChangeFrames, f_teleportDuration, s_openSnd, s_closeSnd, s_scriptOnOpen, s_scriptOnClose)
AI_ACTIVE_AMMO_BOX;AMMO_BOX(n_ammoLeft)
AI_ACTIVE_HEALTH_BOX;HEALTH_BOX(n_healthLeft)
AI_ACTIVE_BOMB;BOMB(f_explodeTimerSec)
AI_ACTIVE_DOOR_SECTION;DOOR_SECTION(no params)
AI_ACTIVE_ZOMBIE_SPAWNER;ZOMBIE SPAWNER(f_spawnFreq, n_maxSpawns)
AI_COLL_BREAKABLE_WALL;BREAKABLE WALL(f_life)
AI_FN_PLAY_SOUND;PLAY SOUND(s_sound, f_repeatMS, f_startDelayMS)