var m_GuiModeMonitor: DistributedValue
var m_IsMissionJournalActive: DistributedValue
var m_VisibilityMonitor: DistributedValue
var m_ActiveMission: Number
var m_MissionTrackerItem: MissionTrackerItem
var m_BonusTrackerItem: MissionTrackerItem
var m_HitArea: MovieClip
var m_MissionBar: MovieClip
var m_IsBarActive: Boolean
var m_LastCompletedMission: Number
var m_IsDragIconHighlighted: Boolean
var m_IsDraggingIcon: Boolean
var m_AlignRight: Boolean
var m_ForceShowMissionTrackerValue: DistributedValue
var m_ForceShowMissionTracker: Boolean
var m_ActiveQuestIDValue: DistributedValue
var m_ForceReportsButton: Boolean
var m_ReportsButton: MovieClip
var m_EditModeMask: MovieClip
var m_MissionTypeTextFormat: TextFormat
var SLOT_STORY: Number
var SLOT_DUNGEON: Number
var SLOT_MAIN: Number
var SLOT_INVESTIGATION: Number
var SLOT_SIDE_1: Number
var SLOT_SIDE_2: Number
var SLOT_SIDE_3: Number
var SLOT_COUNT: Number
var FUSANG_PROJECTS_ID: Number
var PROGRESS_PING_TIME: Number
var m_MissionTrackerItemArray: Array
var m_MissionTypeArray: Array
var m_MissionOutline: MovieClip
var m_ProgressPingTimer: Number
function onLoad()
function onUnload()
function SlotClientCharacterAlive()
function CreateSlotTooltips()
function CreateSlotAnimations()
function AddSingleTooltip( slotId: Number, clip: MovieClip )
function FocusBarIn()
function SlotForceShowMissionTracker()
function SlotHighlightSlot( missionType: Number, highlight: Boolean )
function HighlightMission( missionId: Number, highlight: Boolean )
function SlotCharacterEnteredReticuleMode()
function SlotCharacterExitedReticuleMode()
function MissionBarFocus()
function ShowMissionTracker( show: Boolean )
function ShowNextMission()
function CheckBonusMission()
function SortByMissionType( a: Quest, b: Quest ):Number
function ShowAllMissions( )
function RemoveAllMissions()
function ShowMission( tierId: Number, goalId: Number, isActive: Boolean ) :Boolean
function ShowBonusMission( tierId: Number, goalId: Number, isActive: Boolean ) :Boolean
function OpenMissionJournal()
function GetMissionSlot( missionType: Number )
function GetMission( missionID ) : Quest
function IconDoubleClickHandler( missionId )
When a new mission has been spawned, shift focus to this
function SlotTaskAdded( missionID: Number ) :Void
function SlotGoalProgress( tierId: Number, goalId: Number, solvedTimes: Number, repeatCount: Number )
function ProgressPingTimeout()
function ClearProgressPingTimer()
function SlotQuestChanged()
function SlotMissionCompleted( missionId: Number )
function SlotMissionRemoved( missionId: Number )
function RemoveBonusMission()
function RemoveMainMission()
function SlotMissionRewardsAnimationDone()
checks if there are any unsent reports and draws the report button if not
function DrawReportButton( animate: Boolean )
if there is a button present
function RemoveMissionReportButton()
function SlotGuiModeChanged()
function SlotActiveQuestChanged()
function SlotVisibilityChanged():Void
when all MissionRewardWindows has been closed, dispatch this to see if we need to redraw the windows
function SlotMissionReportWindowClosed()
function IconMouseDragHandler( event: Object )
function IconMouseOverCharacter()
function IconMouseOutCharacter()
function SlotObjectUnderMouseChanged( targetID: ID32 )
function SlotDragEnd( event: Object )
function AlignMissionTypes()
function AlignMissionItems()
function AlignText()
function SlotSetGUIEditMode( edit: Boolean )
function SlotEditMaskPressed()
function SlotEditMaskReleased()
function LayoutEditModeMask()