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Addon API

9,904 entries
C_QuestLog.IsQuestTrivial(questID) : isTrivial[function]QuestLogC_QuestLog.IsRepeatableQuest(questID) : isRepeatable[function]QuestLogC_QuestLog.IsThreatQuest(questID) : isThreat[function]QuestLogC_QuestLog.IsUnitOnQuest(unit, questID) : isOnQuest[function]QuestLogC_QuestLog.IsWorldQuest(questID) : isWorldQuest[function]QuestLogC_QuestLog.QuestCanHaveWarModeBonus(questID) : hasBonus[function]QuestLogC_QuestLog.QuestContainsFirstTimeRepBonusForPlayer(questID) : questContainsFirstTimeRepBonusForPlayer[function]QuestLogC_QuestLog.QuestHasQuestSessionBonus(questID) : hasBonus[function]QuestLogC_QuestLog.QuestHasWarModeBonus(questID) : hasBonus[function]QuestLogC_QuestLog.QuestIgnoresAccountCompletedFiltering(questID) : questIgnoresAccountCompletedFiltering[function]QuestLogC_QuestLog.ReadyForTurnIn(questID) : readyForTurnIn[function]QuestLogC_QuestLog.RemoveQuestWatch(questID) : wasRemoved[function]QuestLogC_QuestLog.RemoveWorldQuestWatch(questID) : wasRemoved[function]QuestLogC_QuestLog.RequestLoadQuestByID(questID)[function]QuestLogC_QuestLog.SetAbandonQuest()[function]QuestLogC_QuestLog.SetMapForQuestPOIs(uiMapID)[function]QuestLogC_QuestLog.SetSelectedQuest(questID)[function]QuestLogC_QuestLog.ShouldDisplayTimeRemaining(questID) : displayTimeRemaining[function]QuestLogC_QuestLog.ShouldShowQuestRewards(questID) : shouldShow[function]QuestLogC_QuestLog.SortQuestWatches()[function]QuestLogC_QuestLog.UnitIsRelatedToActiveQuest(unit) : isRelatedToActiveQuest[function]QuestLogC_QuestLog.UpdateCampaignHeaders()[function]QuestLogC_QuestOffer.GetHideRequiredItems() : hideRequiredItems[function]QuestOfferC_QuestOffer.GetQuestOfferMajorFactionReputationRewards() : reputationRewards[function]QuestOfferC_QuestOffer.GetQuestRequiredCurrencyInfo(questRewardIndex) : questRequiredCurrencyInfo[function]QuestOfferC_QuestOffer.GetQuestRewardCurrencyInfo(questInfoType, questRewardIndex) : questRewardCurrencyInfo[function]QuestOfferC_QuestSession.CanStart() : allowed[function]QuestSessionC_QuestSession.CanStop() : allowed[function]QuestSessionC_QuestSession.Exists() : exists[function]QuestSessionC_QuestSession.GetAvailableSessionCommand() : command[function]QuestSessionC_QuestSession.GetPendingCommand() : command[function]QuestSessionC_QuestSession.GetProposedMaxLevelForSession() : proposedMaxLevel[function]QuestSessionC_QuestSession.GetSessionBeginDetails() : details[function]QuestSessionC_QuestSession.GetSuperTrackedQuest() : questID[function]QuestSessionC_QuestSession.HasJoined() : hasJoined[function]QuestSessionC_QuestSession.HasPendingCommand() : hasPendingCommand[function]QuestSessionC_QuestSession.RequestSessionStart()[function]QuestSessionC_QuestSession.RequestSessionStop()[function]QuestSessionC_QuestSession.SendSessionBeginResponse(beginSession)[function]QuestSessionC_QuestSession.SetQuestIsSuperTracked(questID, superTrack)[function]QuestSessionC_RaidLocks.GetRedirectedDifficultyID(mapID, difficultyID) : redirectedDifficultyID[function]RaidLocksC_RaidLocks.IsEncounterComplete(mapID, encounterID, difficultyID?) : encounterIsComplete[function]RaidLocksC_RaidLocks.IsRaidLockExtendFeatureEnabled() : raidLockExtendFeatureEnabled[function]RaidLocksC_RaidLocks.IsRaidLockExtendFeatureSupported() : raidLockExtendFeatureSupported[function]RaidLocksC_RecentAllies.CanSetRecentAllyNote(characterGUID) : canSetNote[function]RecentAlliesC_RecentAllies.GetRecentAllies() : recentAlliesData[function]RecentAlliesC_RecentAllies.GetRecentAllyByFullName(fullCharacterName) : recentAllyData[function]RecentAlliesC_RecentAllies.GetRecentAllyByGUID(characterGUID) : recentAllyData[function]RecentAlliesC_RecentAllies.IsInteractionCategoryFilterSupportedForCurrentGameType(interactionCategoryFilter) : isInteractionCategoryFilterSupportedForCurrentGameType[function]RecentAlliesC_RecentAllies.IsRecentAllyByFullName(fullCharacterName) : isRecentAlly[function]RecentAllies

Documented entries come from Blizzard's in-client API documentation, and UI code functions from its Lua files, mirrored per build. C functions that neither mentions aren't included, and UI code functions can be internal.