text: class AS {
  
      class server {
          FNC(orgPlayers,setCommander);
          FNC(orgPlayers,chooseCommander);
          FNC(orgPlayers,changePlayerScore);
  
          FNC_BASE(setEasy);
          FNC_BASE(cleanGarbage);
  
          FNC_BASE(abandonFIALocation);
          FNC_BASE(renameFIAcamp);
          FNC(Functions,changeSecondsforAAFattack);
          FNC_BASE(changeForeignSupport);
          FNC_BASE(changeAAFmoney);
          FNC_BASE(changeFIAmoney);
          FNC_BASE(changePlayerMoney);
          FNC_BASE(changeCitySupport);
  
          FNC_BASE(resourcesToggle);
          FNC_BASE(resourcesUpdate);
  
          FNC_BASE(initPetros);
          FNC_BASE(rearmPetros);
          FNC_BASE(initPlayer);
          FNC_BASE(HQbuild);
          FNC_BASE(HQdeploy);
          FNC_BASE(HQmove);
          FNC_BASE(HQplace);
          FNC_BASE(HQaddObject);
          FNC_BASE(HQdeployPad);
          FNC_BASE(HQdeletePad);
  
          FNC(Functions,addMinefield);
          FNC(Functions,changePersistentVehicles);
          FNC(Functions,deployAAFminefield);
  
          FNC(fia_recruitment,recruitFIAunit);
  
          FNC(arsenal,collectDroppedEquipment);
  
          FNC_BASE(refreshArsenal);
          FNC_BASE(resetPetrosPosition);
  
          FNC_BASE(spendAAFmoney);
          FNC_BASE(updateAll);
          FNC_BASE(revealFromAAFRadio);
  
          FNC_BASE(win_location);
          FNC_BASE(lose_location);
          FNC_BASE(destroy_location);
  
          FNC_BASE(recomputePowerGrid);
  
          FNC_BASE(onPlayerDisconnect);
  
          FNC_BASE(showInGarageInfo);
  
          // Blacklist function
          FNC(Functions,addWeaponToBlacklist);
      };
  
      class common {
          FNC_BASE(HQselect);
          FNC_BASE(setDefaultSkill);
          FNC_BASE(lockVehicle);
          FNC_BASE(hasRadio);
          FNC_BASE(location_isPowered);
  
          FNC(Functions,antennaKilledEH);
          FNC(Functions,shuffle);
  
          FNC_BASE(pickGroup);
          FNC_BASE(updateProgressBar);
  
          FNC_BASE(spawnRedVehicle);
          FNC_BASE(initRedUnits);
          FNC_BASE(findSpawnSpots);
          FNC_BASE(roadAndDir);
          FNC_BASE(selectHillAAdata);
          FNC_BASE(spawnAAF_patrol);
          FNC_BASE(spawnAAF_patrolSquad);
          FNC_BASE(spawnAAF_roadAT);
          FNC_BASE(spawnAAF_truck);
  
          FNC(Scripts,spawnAttackWaves);
  
          FNC(Functions,AAFattackScore);
          FNC(Functions,wait_or_fail);
          FNC(Functions,deployFIAminefield);
  
          // auxiliars to missions
          FNC_BASE(oneStepMission);
          FNC_BASE(cleanResources);
  
          // auxiliars to FIArecruitment
          FNC(fia_recruitment,getFIAUnitNameType);
          FNC(fia_recruitment,getFIAUnitType);
          FNC(fia_recruitment,getFIAUnitClass);
          FNC(fia_recruitment,getFIASquadNameType);
          FNC(fia_recruitment,getFIASquadClass);
          FNC(fia_recruitment,getFIASquadConfig);
          FNC(fia_recruitment,getFIASquadCost);
  
          FNC_BASE(spawnAirAttack);
          FNC_BASE(spawnLandAttack);
          FNC_BASE(spawnJournalist);
  
          FNC_BASE(EH_AAFKilled);
          FNC_BASE(getLandThreat);
          FNC_BASE(getAirThreat);
          FNC_BASE(findMortarCreatePosition);
          FNC_BASE(callArtillerySupport);
          FNC_BASE(EH_KeyDown);
          FNC_BASE(unitsAtDistance);
          FNC_BASE(getLocationName);
          FNC_BASE(activateUndercover);
          FNC_BASE(toggleVehicleDoors);
          FNC_BASE(activateMortarCrewOnTruck);
          FNC_BASE(getSafeRoadToUnload);
          FNC_BASE(putVehicleInGarage);
          FNC_BASE(accessGarage);
  
          FNC(Functions,availableSeats);
          FNC(Functions,createGroup);
          FNC(Functions,groupCfgToComposition);
  
          FNC_BASE(respawnPlayer);
          FNC_BASE(EH_handleDamage);
          FNC_BASE(EH_handleDamageACE);
  
          FNC(AI,activateUndercoverAI);
  
          FNC_BASE(location_canBeDestroyed);
          FNC_BASE(location_name);
          FNC_BASE(getGarrisonAsText);
          FNC_BASE(getFIAvehiclePrice);
          FNC_BASE(location_isFrontline);
          FNC_BASE(getCitiesToCivPatrol);
          FNC_BASE(penalizePlayer);
          FNC_BASE(activateCleanup);
          FNC_BASE(activateVehicleCleanup);
          FNC_BASE(localCommunication);
          FNC_BASE(hasRadioCoverage);
          FNC_BASE(sellVehicle);
          FNC_BASE(skipTime);
  
          FNC_BASE(populateMilBuildings);
          FNC_BASE(createFIAgarrison);
  
          FNC_BASE(getBasesForCA);
          FNC_BASE(getBasesForConvoy);
          FNC_BASE(getAirportsForCA);
  
          FNC_BASE(setConvoyImmune);
          FNC_BASE(activateAirdrop);
          FNC_BASE(activateAirstrike);
          FNC_BASE(dropArtilleryShells);
          FNC_BASE(dropArtilleryShellsNATO);
          FNC_BASE(changeStreetLights);
  
          FNC(arsenal,getWeaponItemsCargo)
          FNC(arsenal,getBestEquipment)
          FNC(arsenal,equipUnit)
          FNC(arsenal,getUnitArsenal)
          FNC(arsenal,getBoxArsenal)
          FNC(arsenal,getBestItem)
          FNC(arsenal,getBestWeapon)
          FNC(arsenal,getBestMagazines);
          FNC(arsenal,listToCargoList);
          FNC(arsenal,mergeCargoLists);
          FNC(arsenal,populateBox);
          FNC(arsenal,getTotalCargo);
          FNC(arsenal,emptyUnit);
          FNC(arsenal,transferToBox);
          FNC(arsenal,fillCrateNATO);
          FNC(arsenal,fillCrateAAF);
          FNC(arsenal,emptyCrate);
  
          FNC_BASE(initVehicle);
          FNC_BASE(initVehicleCiv);
          FNC_BASE(initUnitFIA);
          FNC_BASE(initUnitAAF);
          FNC_BASE(initUnitCIV);
          FNC_BASE(initUnitNATO);
          FNC_BASE(initUnitCSAT);
      };
  
      class withInterface {
          FNC_BASE(activatePlayerRankLoop);
          FNC_BASE(showProgressBar);
          FNC_BASE(showFoundIntel);
          FNC_BASE(fastTravel);
          FNC_BASE(unlockVehicle);
          FNC_BASE(revealToPlayer);
  
          FNC(actions,addAction);
  
          FNC(ai_control,controlsAI);
          FNC(ai_control,setAIControl);
          FNC(ai_control,dropAIcontrol);
          FNC(ai_control,safeDropAIcontrol);
          FNC(ai_control,completeDropAIcontrol);
          FNC(ai_control,controlUnit);
          FNC(ai_control,controlHCSquad);
          FNC_UI(ai_control,controlUnit);
          FNC(ai_control,EH_handleDamage_AIcontrol);
  
          FNC(fia_recruitment,recruitFIAgarrison);
          FNC(fia_recruitment,recruitFIAsquad);
          FNC(fia_recruitment,dismissFIAsquads);
          FNC(fia_recruitment,dismissFIAunits);
          FNC(fia_recruitment,dismissFIAgarrison);
          FNC(fia_recruitment,buyFIAvehicle);
          FNC(fia_recruitment,buyFIAskill);
          FNC(fia_recruitment,addSquadVehicle);
          FNC_UI(fia_recruitment,dismissSelected);
  
          FNC_UI(dialogs,squadVehicleStatus);
          FNC_UI(dialogs,squadVehicleDismount);
  
          FNC_UI(dialogs,donateMoney);
          FNC_UI(dialogs,changePersistent);
          FNC_UI(dialogs,toggleElegibility);
          FNC_UI(dialogs,showTopBar);
  
          FNC_UI(dialogs,natoAirstrike);
  
          #include "dialogs\buyVehicle\cfgFunctions.hpp"
          #include "dialogs\manageLocations\cfgFunctions.hpp"
          #include "dialogs\manageMissions\cfgFunctions.hpp"
          #include "dialogs\manageGarrisons\cfgFunctions.hpp"
          #include "dialogs\manageHQ\cfgFunctions.hpp"
          #include "dialogs\manageNATO\cfgFunctions.hpp"
          #include "dialogs\recruitUnit\cfgFunctions.hpp"
          #include "dialogs\recruitSquad\cfgFunctions.hpp"
          #include "dialogs\blacklistWeapon\cfgFunctions.hpp"
      };
  };
  
  class AS_QRF {
      class common {
          FNC(qrf,airCavalry);
          FNC(qrf,approachTarget);
          FNC(qrf,dismountTroops);
          FNC(qrf,fastrope);
          FNC(qrf,groundAssault);
          FNC(qrf,gunship);
          FNC(qrf,leadVehicle);
          FNC(qrf,loiter);
          FNC(qrf,RTB);
          FNC(qrf,truck);
      };
  };
  
  class AS_TFAR {
      class withInterface {
          FNC(tfar,loadSettings);
          FNC(tfar,saveSettings);
      };
  };
  
  class AS_AI {
      class common {
          FNC(AI,activateSmokeCoverAI);
          FNC(AI,smokeCover);
          FNC(AI,autoRearm);
          FNC(AI,activateUnloadUnderSmoke);
          FNC(AI,surrender);
          FNC(AI,initDog);
          FNC(AI,dismountOnDanger);
      };
  };
  