<?xml version="1.0" encoding="UTF-8"?>
<completion>

  <model prefix="type=">
    <word value="AfterImage"/>
    <word value="AfterImageTime"/>
    <word value="AllPalFX"/>
    <word value="AngleAdd"/>
    <word value="AngleDraw"/>
    <word value="AngleMul"/>
    <word value="AngleSet"/>
    <word value="AppendToClipboard"/>
    <word value="AssertSpecial"/>
    <word value="AttackDist"/>
    <word value="AttackMulSet"/>
    <word value="BGPalFX"/>
    <word value="BindToParent"/>
    <word value="BindToRoot"/>
    <word value="BindToTarget"/>
    <word value="ChangeAnim"/>
    <word value="ChangeAnim2"/>
    <word value="ChangeState"/>
    <word value="ClearClipboard"/>
    <word value="CtrlSet"/>
    <word value="DefenceMulSet"/>
    <word value="DestroySelf"/>
    <word value="DisplayToClipboard"/>
    <word value="EnvColor"/>
    <word value="EnvShake"/>
    <word value="Explod"/>
    <word value="ExplodBindTime"/>
    <word value="ForceFeedback"/>
    <word value="FallEnvShake"/>
    <word value="GameMakeAnim"/>
    <word value="Gravity"/>
    <word value="Helper"/>
    <word value="HitAdd"/>
    <word value="HitBy"/>
    <word value="HitDef"/>
    <word value="HitFallDamage"/>
    <word value="HitFallSet"/>
    <word value="HitFallVel"/>
    <word value="HitOverride"/>
    <word value="HitVelSet"/>
    <word value="LifeAdd"/>
    <word value="LifeSet"/>
    <word value="MakeDust"/>
    <word value="ModifyExplod"/>
    <word value="MoveHitReset"/>
    <word value="NotHitBy"/>
    <word value="Null"/>
    <word value="Offset"/>
    <word value="PalFX"/>
    <word value="ParentVarAdd"/>
    <word value="ParentVarSet"/>
    <word value="Pause"/>
    <word value="PlayerPush"/>
    <word value="PlaySnd"/>
    <word value="PosAdd"/>
    <word value="PosFreeze"/>
    <word value="PosSet"/>
    <word value="PowerAdd"/>
    <word value="PowerSet"/>
    <word value="Projectile"/>
    <word value="RemapPal"/>
    <word value="RemoveExplod"/>
    <word value="ReversalDef"/>
    <word value="ScreenBound"/>
    <word value="SelfState"/>
    <word value="SprPriority"/>
    <word value="StateTypeSet"/>
    <word value="SndPan"/>
    <word value="StopSnd"/>
    <word value="SuperPause"/>
    <word value="TargetBind"/>
    <word value="TargetDrop"/>
    <word value="TargetFacing"/>
    <word value="TargetLifeAdd"/>
    <word value="TargetPowerAdd"/>
    <word value="TargetState"/>
    <word value="TargetVelAdd"/>
    <word value="TargetVelSet"/>
    <word value="Trans"/>
    <word value="Turn"/>
    <word value="VarAdd"/>
    <word value="VarRandom"/>
    <word value="VarRangeSet"/>
    <word value="VarSet"/>
    <word value="VelAdd"/>
    <word value="VelMul"/>
    <word value="VelSet"/>
    <word value="VictoryQuote"/>
    <word value="Width"/>
  </model>

  <model prefix="const(">
    <word value="data.life"/>
    <word value="data.power"/>
    <word value="data.attack"/>
    <word value="data.defence"/>
    <word value="data.fall.defence_mul"/>
    <word value="data.liedown.time"/>
    <word value="data.airjuggle"/>
    <word value="data.sparkno"/>
    <word value="data.guard.sparkno"/>
    <word value="data.KO.echo"/>
    <word value="data.IntPersistIndex"/>
    <word value="data.FloatPersistIndex"/>
    <word value="size.xscale"/>
    <word value="size.yscale"/>
    <word value="size.ground.back"/>
    <word value="size.ground.front"/>
    <word value="size.air.back"/>
    <word value="size.air.front"/>
    <word value="size.height"/>
    <word value="size.attack.dist"/>
    <word value="size.proj.attack.dist"/>
    <word value="size.proj.doscale"/>
    <word value="size.head.pos.x"/>
    <word value="size.head.pos.y"/>
    <word value="size.mid.pos.x"/>
    <word value="size.mid.pos.y"/>
    <word value="size.shadowoffset"/>
    <word value="size.draw.offset.x"/>
    <word value="size.draw.offset.y"/>
    <word value="velocity.walk.fwd.x"/>
    <word value="velocity.walk.back.x"/>
    <word value="velocity.run.fwd.x"/>
    <word value="velocity.run.fwd.y"/>
    <word value="velocity.run.back.x"/>
    <word value="velocity.run.back.y"/>
    <word value="velocity.jump.y"/>
    <word value="velocity.jump.neu.x"/>
    <word value="velocity.jump.back.x"/>
    <word value="velocity.jump.fwd.x"/>
    <word value="velocity.runjump.back.x"/>
    <word value="velocity.runjump.fwd.x"/>
    <word value="velocity.airjump.y"/>
    <word value="velocity.airjump.neu.x"/>
    <word value="velocity.airjump.back.x"/>
    <word value="velocity.airjump.fwd.x"/>
    <word value="velocity.air.gethit.groundrecover.x"/>
    <word value="velocity.air.gethit.groundrecover.y"/>
    <word value="velocity.air.gethit.airrecover.mul.x"/>
    <word value="velocity.air.gethit.airrecover.mul.y"/>
    <word value="velocity.air.gethit.airrecover.add.x"/>
    <word value="velocity.air.gethit.airrecover.add.y"/>
    <word value="velocity.air.gethit.airrecover.back"/>
    <word value="velocity.air.gethit.airrecover.fwd"/>
    <word value="velocity.air.gethit.airrecover.up"/>
    <word value="velocity.air.gethit.airrecover.down"/>
    <word value="movement.airjump.num"/>
    <word value="movement.airjump.height"/>
    <word value="movement.yaccel"/>
    <word value="movement.stand.friction"/>
    <word value="movement.crouch.friction"/>
    <word value="movement.stand.friction.threshold"/>
    <word value="movement.crouch.friction.threshold"/>
    <word value="movement.jump.changeanim.threshold"/>
    <word value="movement.air.gethit.groundlevel"/>
    <word value="movement.air.gethit.groundrecover.ground.threshold"/>
    <word value="movement.air.gethit.groundrecover.groundlevel"/>
    <word value="movement.air.gethit.airrecover.threshold"/>
    <word value="movement.air.gethit.airrecover.yaccel"/>
    <word value="movement.air.gethit.trip.groundlevel"/>
    <word value="movement.down.bounce.offset.x"/>
    <word value="movement.down.bounce.offset.y"/>
    <word value="movement.down.bounce.yaccel"/>
    <word value="movement.down.bounce.groundlevel"/>
    <word value="movement.down.friction.threshold"/>
  </model>

</completion>