- void DebugString(string value);
- void DebugUnit(unit value);
- void DebugInt(int value);
- void DebugFixed(fixed value);
- void DebugPoint(point value);
- void DebugDump(int value);
- void AISetDifficulty(int player, int index, bool state);
- bool AIGetDifficulty(int player, int index);
- void AIStart(int player, bool isCampaign, int apm);
- bool AIGivingUp(int player);
- void AIGoodGame(int player);
- bool AIIsCampaign(int player);
- void AISetAPM(int player, int apm);
- unit AIGrabUnit(int player, string aliasUnitType, int prio, point location);
- int AIState(int player, int index);
- void AISetSpecificState(int player, int index, int state);
- void AISetAllStates(int player, int state);
- void AISetFlag(int player, int index, bool state);
- bool AIGetFlag(int player, int index);
- void AITechFlag(int player, int index, int count, string what, int state);
- void AIResetUserData(int player);
- void AISetUserString(int player, int index, string data);
- string AIGetUserString(int player, int index);
- void AISetUserInt(int player, int index, int data);
- int AIGetUserInt(int player, int index);
- void AIAddStringInt(int player, string data, int change);
- fixed AIGetTime(void);
- int AIGetTotalStartLocs(void);
- int AIGetGroundStartLocs(point loc);
- int AIGetAirStartLocs(point loc);
- int AIGetTotalTownLocs(void);
- int AIGetGroundTownLocs(point loc);
- int AIGetAirTownLocs(point loc);
- int AIRandomVal(int player, int which);
- void AINewChooseSubState(int player, int which, int min, int max, int defaultSubState);
- void AISetSubStateChance(int subState, int chance);
- int AIChooseSubState(void);
- bool AIWantsMultipleTransport(int player);
- void AISetWantsMultipleTransport(int player, bool enable);
- int AIGetNumMobileTransports(int player);
- point AIGetBestCreepSpot(int player, unit creator, fixed createRadius);
- void AIAddDetectionDanger(int player, string unitType);
- bool AIDefaultSuspectDetectionDanger(int player);
- bool AIAnyWorkersFleeingNearby(int player, point loc, fixed radius);
- int AIGetNumEnemies(int player);
- int AIGetNumAllies(int player);
- point AIPlacementNearbyFindTest(int player, point loc, fixed range, string unitType);
- void AIAddToExtraScoutGroup(int player, unit u);
- bool AIOfferNewScout(int player, unit u);
- bool AIAnyAllyAttacking(int player);
- point AIBestAllyAttackPoint(int player, wave w);
- bool AIAnyAllyNeedsDefending(int player);
- point AIBestAllyDefendPoint(int player, wave w);
- void AIGlobalSuicide(int player);
- wave AIUnitGetWave(unit u);
- unitgroup AIWaveGetUnits(wave w);
- unitgroup AIGetAllEscorts(unit u);
- unitgroup AIGetAllEscortsGroup(unitgroup ug);
- void AIRemoveUnitFromAnyWaves(unit u);
- void AIRemoveGroupFromAnyWaves(unitgroup ug);
- unitgroup AIGetUnitsInWavesWithTarget(int player, wavetarget target);
- bool AIIsScriptControlled(unit u);
- void AISetUnitScriptControlled(unit u, bool enable);
- void AISetGroupScriptControlled(unitgroup ug, bool enable);
- bool AIIsSuicideUnit(unit u);
- void AISetUnitSuicide(unit u, bool enable);
- void AISetGroupSuicide(unitgroup ug, bool enable);
- bool AIIsNotUsableInWaves(unit u);
- void AISetUnitNotUsableInWaves(unit u, bool enable);
- void AISetGroupNotUsableInWaves(unitgroup ug, bool enable);
- void AISetWantsToUpgrade(unit u);
- void AIInitCampaignTowns(int player);
- void AIInitCampaignHarvest(int player);
- void AIDeclareTown(int player, int town, point center);
- int AIGetMainTown(int player);
- void AISetMainTown(int player, int maintown);
- void AIUpdateMainTown(int player);
- int AIGetTownState(int player, int town);
- fixed AIGetTownEstablishedTime(int player, int town);
- point AIGetTownLocation(int player, int town);
- int AIGetClosestTown(int player, point location);
- int AIGetNextUnusedTownSlot(int player);
- int AIGetBuildingCountInTown(int player, int town, string aliasUnitType, int countMask);
- bool AIIsTownHarvestRunning(int player, int town);
- void AIHarvest(int player, int town);
- void AIHarvestRate(int player, int rate);
- void AIHarvestBonus(int player, fixed bonus);
- void AISetGasPeonCountOverride(int player, int town, int desiredGasCount);
- int AIGetCurPeonCount(int player, int town);
- int AIGetMinPeonCount(int player, int town);
- int AIGetMaxPeonCount(int player, int town);
- int AIGetMineralAmountLeft(int player, int town);
- int AIGetGasAmountLeft(int player, int town);
- int AIGetMineralNumSpots(int player, int town);
- int AIGetRawGasNumSpots(int player, int town);
- point AIGetGatherLocation(int player, int town);
- point AIGetGatherDefLocation(int player, int town);
- int AIExpand(int player, point searchStart, string firstBuilding);
- unitgroup AIGetTownThreats(int player, int town);
- unit AIGetObstruction(int player);
- bool AIHasNearbyOpenExpansion(int player);
- void AIScout(int player);
- void AISetNumScouts(int player, int num);
- void AISetScoutTimes(int player, int starts, int obstructed, int resources, int other);
- point AIGetNextScoutLoc(int player);
- void AIClearCampaignScout(int player);
- void AIBuild(int player, int priority, int town, string aliasUnitType, int count, int flags);
- void AITrain(int player, int priority, int town, string aliasUnitType, int count);
- void AIResearch(int player, int priority, int town, string aliasUpgradeType);
- void AIMakeAlways(int player, int priority, int town, string aliasType, int count);
- void AIMakeOnce(int player, int priority, int town, string aliasType, int count);
- void AIClearBuildQueue(int player);
- void AIClearTrainQueue(int player);
- void AIClearResearchQueue(int player);
- bool AIHasRes(int player, int minerals, int gas);
- int AITechCount(int player, string aliasType, int countMask);
- void AITechCountFixupSingle(int player, string baseUnit, string upgradeOne);
- void AITechCountFixupEither(int player, string baseUnit, string upgradeOne, string upgradeTwo);
- void AITechCountFixupInOrder(int player, string baseUnit, string upgradeOne, string upgradeTwo);
- int AIKnownUnitCount(int player, int testPlayerId, string aliasUnitType);
- void AIResetCounterUnits(int player);
- void AICounterUnit(int player, string seeWhat, fixed factor, string makeWhat);
- int AICounterUnits(int player, int testPlayerId, string makeWhat);
- point AIGetRallyPoint(unit u);
- void AISetPowerBuilding(int player, string building);
- void AISetCreepBuilding(int player, string building, string noCreepBehaviour);
- void AIClearStock(int player);
- void AIEnableStock(int player);
- void AISetStockEx(int player, int town, int count, string aliasType, int buildFlags, int stockFlags);
- void AISetStock(int player, int count, string aliasType);
- void AISetStockOpt(int player, int count, string aliasType);
- void AISetStockUnitNext(int player, int count, string aliasUnitType, bool when);
- bool AISetStockTown(int player, string aliasUnitTypeTH, string aliasUnitTypeGas);
- bool AISetStockExpand(int player, string aliasUnitTypeTH, int count);
- void AISetStockExtra(int player, int count, string aliasUnitType, int minerals);
- void AISetStockFarms(int player, string aliasUnitType, bool onlyNeeded);
- void AISetStockPeons(int player, int max, string aliasUnitType, bool onlyMinPeons, bool peonMode);
- void AINewTechStock(int player);
- void AITechStockAdd(string upgradeType);
- void AISetStockTechNext(int player);
- void AIDefaultEconomy(int player, string hall, string gas, string food, string peon, int cap, bool peonMode);
- void AIDefaultExpansion(int player, string hall, int minerals, int gas, int expandFlags);
- void AIClearLimitTech(int player);
- void AILimitTech(int player, int totalMin, int totalGas, int buildingMin, int buildingGas, int upgradeMin, int upgradeGas);
- void AIImportantTech(int player, string aliasType);
- void AILimitStockLarva(int player, string aliasType);
- bool AIHasStock(int player);
- bool AIHasStockFromTown(int player, int town);
- void AIRemoveStockFromTown(int player, int town);
- int AIDefaultGetObjectType(int player, string aliasType);
- string AIDefaultGetMaker(int player, string aliasType);
- string AIDefaultGetFirstMissingReq(int player, string aliasType);
- string AIDefaultGetFirstUnfinishedReq(int player, string aliasType);
- int AIDefaultGetFullMakeTime(int player, string aliasType);
- string AIGetBaseName(string aliasType);
- string AIGetBuildAtName(string aliasType);
- void AIReqCountAsBuiltObject(int player, string aliasType);
- void AIReqAddSpecialMaker(string objType, string makerType, string abilName, int abilIndex);
- void AISetNukeNukeCastTime(int player, fixed);
- void AISetNukeCloakCost(int player, fixed);
- void AISetNukeCloakRegenRate(int player, fixed);
- void AISetNukeGhost(int player, string);
- void AISetNukeNukeEffect(int player, string);
- void AISetNukeCloak(int player, string);
- void AISetNukeNukeAbilLink(int player, string);
- void AISetNukeCloakAbilLink(int player, string);
- void AISetNukeDamage(int player, fixed, fixed);
- void AISetNukeRadiusClose(int player, fixed, fixed);
- void AISetNukeRadiusMedium(int player, fixed, fixed);
- void AISetNukeRadiusFar(int player, fixed, fixed);
- void AIBaseThink(unit who, unitgroup candidates);
- bool AIEvalTacticalData(unit u, string);
- int AICast(unit u, order, marker, bool);
- int AICastFlee(unit, unit, int, marker);
- bool AINearbyUnits(int player, string, point, fixed, int);
- unitgroup AIFindUnits(int player, string, point, fixed, int);
- bool AISameCommand(unit, unit);
- unit AILastAttacker(unit u);
- int AILastAttack(unit u);
- bool AIControlWantsToMove(unit u);
- bool AIControlForceToMove(unit u);
- bool AIControlWantsToUnburrow(unit u);
- bool AIControlWantsToBurrow(unit u);
- bool AIControlForceUnburrow(unit u);
- bool AIUnitIsInCombat(unit u);
- bool AIIsIgnoredByWave(unit u);
- void AISetIgnoredByWave(unit u, bool enable);
- point AIGetHomePosition(unit u);
- point AIGetCloakedAttacker(int p);
- void AIClearCloakedAttacker(int p, point pt);
- bool AISawCloakedUnit(int p);
- point AIRandomSpawnPoint(int player, region r, fixed minDistFromEnemy, fixed maxDistFromEnemy, fixed maxDistFromBuilding);
- point AIBestTargetPoint(unitgroup group, int minHits, int damageBase, fixed minScore, fixed radius, point from, fixed range, int bonusAttri);
- unit AIDefaultCombatPriority(unit target, unitgroup attackers, unitgroup enemies);
- aifilter AIFilter(int player);
- void AISetFilterAlliance(aifilter filter, int want);
- void AISetFilterMarker(aifilter filter, int min, int max, marker m);
- void AISetFilterSelf(aifilter filter, unit exclude);
- void AISetFilterBits(aifilter filter, unitfilter uf);
- void AISetFilterRange(aifilter filter, unit center, fixed radius);
- void AISetFilterLife(aifilter filter, fixed min, fixed max);
- void AISetFilterLifeLost(aifilter filter, fixed min, fixed max);
- void AISetFilterLifePercent(aifilter filter, fixed min, fixed max);
- void AISetFilterLifeSortReference(aifilter filter, fixed value, fixed distance);
- void AISetFilterLifeMod(aifilter filter, int type, fixed mod);
- void AISetFilterLifePerMarker(aifilter filter, fixed each, marker m);
- void AISetFilterShields(aifilter filter, fixed min, fixed max);
- void AISetFilterEnergy(aifilter filter, fixed min, fixed max);
- void AISetFilterPlane(aifilter filter, int plane);
- void AISetFilterCanAttackEnemy(aifilter filter, int enemyGroundCount, int enemyAirCount);
- void AISetFilterCanAttackAlly(aifilter filter, bool groundAllies, bool airAllies);
- void AISetFilterBehaviorCount(aifilter filter, int minBehavior, int maxBehavior, string behaviorType);
- unitgroup AIGetFilterGroup(aifilter filter, unitgroup group);
- unitgroup AIFilterGathering(unitgroup group, int inResource, fixed distance);
- unitgroup AIFilterPathable(unitgroup group, point inStart);
- unitgroup AIFilterCasters(unitgroup group);
- bool AICloakEvaluate(unit u, fixed minEnergy, fixed maxLife, fixed range);
- void AISetTacticalAttackTargetPoint(unit u, point t);
- void AISetTacticalAttackTargetUnit(unit u, unit t);
- order AIUnitGroupGetValidOrder(unitgroup inGroup, order inOrder, unit caster, bool forwards);
- bool AIIsFollowingUnit(unit aiUnit, string unitType);
- int AIGetPlayerGroup(unitgroup inGroup);
- bool AINearbyPlaneTest(point p, int player, fixed range, int inPlane, int inAlliance);
- fixed AIUnitGroupStrength(unitgroup inGroup);
- fixed AIAllyEnemyRatio(int player, point p, unitfilter filter, fixed range, fixed minThreshold);
- bool AICombatTargetProduction(int player, int action);
- bool AICombatTargetDropOffs(int player, int action);
- bool AICombatTargetFood(int player, int action);
- bool AICombatTargetActiveProduction(int player, int action);
- bool AICombatTargetWorkers(int player, int action);
- bool AICombatTargetAllyThreats(int player, int action);
- bool AICombatTargetSelfThreats(int player, int action);
- bool AICombatTargetCurrent(int player, int action);
- bool AICombatTargetAir(int player, int action);
- bool AICombatTargetMovers(int player, int action);
- bool AICombatTargetInjuries(int player, int action);
- bool AICombatTargetInAttackRange(int player, int action);
- bool AICombatTargetThreats(int player, int action);
- bool AICombatTargetHealers(int player, int action);
- bool AICombatTargetSiege(int player, int action);
- bool AICombatTargetAttackers(int player, int action);
- bool AICombatTargetSpecial(int player, int action);
- bool AICombatAvoidTimedUnits(int player, int action);
- bool AICombatAvoidNonThreats(int player, int action);
- bool AICombatAvoidWeakUnits(int player, int action);
- bool AICombatAvoidDisabledUnits(int player, int action);
- void AITransportIgnore(int player, string unitType);
- void AITransportSetPanic(int player, fixed value);
- void AITransportSetReturn(int player, point center);
- waveinfo AIWaveInfoCreate(void);
- waveinfo AIWaveInfo(wave w);
- void AIWaveInfoAdd(waveinfo info, string unitType, int count);
- int AIWaveInfoAttack(waveinfo info, int player, point from, wavetarget target, int time);
- int AIWaveInfoSuicide(waveinfo info, int player, point from, wavetarget target, int time);
- int AIWaveInfoScout(waveinfo info, int player, point from, int time);
- string AIWaveToString(wave w);
- text AIWaveToText(wave w);
- wave AIWaveCreate(waveinfo info, int player, point from);
- void AIWaveAddUnit(wave w, unit u);
- void AIWaveAddUnitPriority(wave w, unit u, int prio);
- void AIWaveRemoveUnit(wave w, unit u);
- int AIWaveUnitCount(wave w);
- int AIWaveDetectorCount(wave w);
- void AIWaveSetType(wave w, int type, wavetarget target);
- int AIWaveState(wave w);
- void AIWaveDelete(wave w);
- wavetarget AIWaveTargetUnit(unit u);
- wavetarget AIWaveTargetUnitGroup(unitgroup g);
- wavetarget AIWaveTargetUnitPoint(unit u);
- wavetarget AIWaveTargetPoint(point p);
- wavetarget AIWaveTargetPlayer(playergroup players);
- wavetarget AIWaveTargetMelee(int player);
- wavetarget AIWaveTargetMeleeHarass(int player);
- wavetarget AIWaveTargetMeleeDrop(int player, point dropLoc, point goalLoc);
- wavetarget AIWaveTargetMeleeDefend(int player);
- wavetarget AIWaveTargetMerge(wave w);
- wavetarget AIWaveTargetPatrol(int replaceType);
- wavetarget AIWaveTargetEscort(unitgroup g, int replaceType);
- wavetarget AIWaveTargetEscortNL(unitgroup g, int replaceType);
- wavetarget AIWaveTargetGatherO(int player, int town);
- wavetarget AIWaveTargetGatherD(int player, int town);
- wavetarget AIWaveTargetRegion(region r, int replaceType);
- point AIWaveTargetGatherOPoint(int player, int town);
- point AIWaveTargetGatherDPoint(int player, int town);
- unit AIWaveTargetGetUnit(wavetarget wt);
- unitgroup AIWaveTargetGetUnitGroup(wavetarget wt);
- wavetarget AIWaveHarassRetreat(int player, wave w, fixed range);
- wavetarget AIWaveGetTarget(wave w);
- bool AIWaveIsInCombat(wave w);
- int AIWaveGetTimeInCombat(wave w);
- int AIWaveGetTimeSinceCombat(wave w);
- int AIWaveGetTimeSinceOrdered(wave w);
- int AIWaveGetTimeSinceRetreat(wave w);
- bool AIDefenseThreat(int type, int player, wave w);
- int AIDefenseThreatEval(int type, int player);
- int AIWaveEval(wave w);
- int AIWaveEvalRatio(wave w, fixed range);
- int AIUnitAreaEvalRatio(unit u, fixed range);
- int AIEvalRatio(int player);
- void AIEvalSetCustomIndex(int index);
- int AIEvalAllAllied(int);
- int AIEvalLargestEnemy(int);
- int AILastWaveEvalStaticRatio(void);
- void AIWaveTargetAddWaypoint(wavetarget wt, point waypoint, bool useTransport, int index);
- void AIWaveTargetClearWaypoints(wavetarget wt);
- wave AIWaveGet(int player, int waveName);
- void AIWaveSet(int player, int waveName, wave waveRef);
- int AIWaveType(wave waveRef);
- void AIWaveSetUserData(wave waveRef, int index, int data);
- int AIWaveGetUserData(wave waveRef, int index);
- void AIWaveMerge(int player, int waveFrom, int waveInto);
- void AIWaveMergeMelee(int player);
- wave WaveLastCreated(void);
- point AIGetBestTarget(int player, playergroup enemies, point gatherPoint, int flags);
- bool AIFindDropAttackTarget(int player, point gatherPoint);
- point AILastDropLocation(void);
- point AILastDropGoal(void);
- fixed AIGetNextDropTimeCheck(int player);
- void AISetNextDropTimeCheck(int player, fixed time);
- int AILastAttackRatio(wave w);
- int AILastAttackStartEval(wave w);
- void AIAttackWaveAddUnits(int difficulty, int count, string unitType);
- int AIAttackWaveSend(int player, int time, bool wait);
- void AIAttackWaveCancel(wave waveRef);
- void AIAttackWaveSetGatherPoint(int player, point gather);
- void AIAttackWaveUseUnit(int player, unit u);
- void AIAttackWaveUseGroup(int player, unitgroup ug);
- void AIAttackWaveAddEscortUnit(int player, unit u, unit escort, fixed offset, fixed angle);
- void AIAttackWaveAddEscortType(int player, string unitType, unit escort, fixed offset, fixed angle);
- void AIAttackWaveSetTargetUnit(int player, unit u);
- void AIAttackWaveSetTargetUnitGroup(int player, unitgroup ug);
- void AIAttackWaveSetTargetUnitPoint(int player, unit u);
- void AIAttackWaveSetTargetPoint(int player, point p);
- void AIAttackWaveSetTargetPlayer(int player, playergroup players);
- void AIAttackWaveSetTargetMelee(int player);
- void AIAttackWaveSetTargetMeleeHarass(int player);
- void AIAttackWaveSetTargetMeleeDrop(int player, point dropLoc, point goalLoc);
- void AIAttackWaveSetTargetMeleeDefend(int player);
- void AIAttackWaveSetTargetMerge(int player, wave w);
- void AIAttackWaveSetTargetPatrol(int player, int replaceType);
- void AIAttackWaveSetTargetEscort(int player, unitgroup g, int replaceType);
- void AIAttackWaveSetTargetEscortNL(int player, unitgroup g, int replaceType);
- void AIAttackWaveSetTargetGatherO(int player, int town);
- void AIAttackWaveSetTargetGatherD(int player, int town);
- void AIAttackWaveSetTargetRegion(int player, region r, int replaceType);
- void AIAttackWaveSetGatherEarlyNoReplace(int player);
- void AIAttackWaveSetKeepAlive(int player);
- void AIAttackWaveAddWaypoint(int player, point waypoint, bool useTransport);
- void AIAttackWaveClearWaypoints(int player);
- void AISetMinimumBullyCount(int count, string unitType, int player);
- void AISetGeneralRebuildCount(int count, bool building, int player);
- void AISetSpecificRebuildCount(int count, string unitType, int player);
- void AISetBullyAttackWavePercent(int percent, int player);
- void AINearestTownLimitWaveGather(int player, bool enable);
- void AINearestTownBullyRebuild(int player, bool enable);
- void AIToggleBulliesInRegion(int player, region reg, bool activate);
- void AIResetBullyRebuildCountsInRegion(int player, region reg);
- void AIClearAllBullies(int player);
- void AIAddBully(int player, string unitType, point loc, int rebuildCount);
- string AIGetBullyType(unit u);
- point CameraGetTarget(int);
- string CatalogFieldValueGet(int, string, string, int);
- fixed IntToFixed(int);
- string IntToString(int);
- int FixedToInt(fixed);
- int StringToInt(string);
- fixed StringToFixed(string);
- string StringWord(string, int);
- int CliffLevel(point);
- void TriggerAddEventMapInit(trigger t);
- void TriggerAddEventChatMessage(trigger t, int player, string message, bool strict);
- string EventChatMessage(bool strict);
- fixed MaxF(fixed, fixed);
- int AbsI(int);
- int RandomInt(int, int);
- marker MarkerCastingUnit(string, unit);
- void MarkerSetMatchFlag(marker, int, bool);
- void MarkerSetMismatchFlag(marker, int, bool);
- void MeleeInitResources(void);
- void MeleeInitUnits(void);
- void MeleeInitAI(void);
- void MeleeInitOptions(void);
- ability AbilityCommand(string, int);
- string AbilityCommandGetAbility(ability);
- order Order(ability);
- ability OrderGetAbilityCommand(order);
- void OrderSetPlayer(order, int);
- int OrderGetPlayer(order);
- int OrderGetTargetType(order);
- bool OrderSetTargetPlacement(order, point, unit, string);
- void OrderSetTargetPoint(order, point);
- point OrderGetTargetPoint(order);
- point OrderGetTargetPosition(order);
- void OrderSetTargetUnit(order, unit);
- unit OrderGetTargetUnit(order);
- void OrderSetTargetPassenger(order, unit);
- int PlayerGetPropertyInt(int player, int);
- string PlayerRace(int player);
- int PlayerDifficulty(int player);
- point PlayerStartLocation(int player);
- int PlayerGetColorIndex(int player, bool unknown);
- text PlayerColorName(int player);
- bool PlayerGetAlliance(int, int, int);
- int DifficultyAPM(int);
- playergroup PlayerGroupAll(void);
- point Point(fixed, fixed);
- point PointWithOffset(point, fixed, fixed);
- point PointWithOffsetPolar(point, fixed, fixed);
- bool PointsInRange(point, point, fixed);
- fixed AngleBetweenPoints(point, point);
- fixed DistanceBetweenPoints(point, point);
- region RegionCircle(point, fixed);
- point RegionRandomPoint(region);
- bool StringEqual(string, string, bool);
- text StringToText(string);
- int TechTreeBehaviorCount(int, string, int);
- int TechTreeUnitCount(int, string, int);
- trigger TriggerCreate(string s);
- void TriggerDebugOutput(int, text, bool);
- bool UnitIsAlive(unit);
- string UnitGetType(unit);
- int UnitGetOwner(unit);
- point UnitGetPosition(unit);
- fixed UnitGetFacing(unit);
- bool UnitTestState(unit, int);
- int UnitGetPropertyInt(unit, int, bool);
- fixed UnitGetPropertyFixed(unit, int, bool);
- unitgroup UnitCargoGroup(unit);
- int UnitCargoValue(unit, int);
- bool UnitTestPlane(unit, int);
- int UnitBehaviorCount(unit, string);
- int UnitMarkerCount(unit, marker);
- order UnitOrder(unit, int);
- int UnitOrderCount(unit);
- bool UnitOrderHasAbil(unit, string);
- bool UnitOrderIsValid(unit, order);
- bool UnitIsHarvesting(unit, int);
- int UnitRallyPointTargetCount(unit, int);
- point UnitRallyPointTargetPoint(unit, int, int);
- bool UnitWeaponsPlaneTest(unit, int);
- bool UnitTypeTestFlag(string, int);
- bool UnitTypeTestAttribute(string, int);
- unitfilter UnitFilter(int, int, int, int);
- unitfilter UnitFilterStr(string);
- void UnitFilterSetState(unitfilter, int, int);
- unitgroup UnitGroupCopy(unitgroup);
- unitgroup UnitGroupAlliance(int, int, region, unitfilter, int);
- unitgroup UnitGroup(string, int, region, unitfilter, int);
- unitgroup UnitGroupFilter(string, int, unitgroup, unitfilter, int);
- unitgroup UnitGroupFilterAlliance(unitgroup, int, int, int);
- unitgroup UnitGroupFilterPlane(unitgroup, int, int);
- unitgroup UnitGroupFilterRegion(unitgroup, region, int);
- unitgroup UnitGroupFilterThreat(unitgroup, unit, string, int);
- void UnitGroupAdd(unitgroup, unit);
- int UnitGroupCount(unitgroup, int);
- unit UnitGroupUnit(unitgroup, int);
- bool UnitGroupTestPlane(unitgroup, int);
- unit UnitGroupNearestUnit(unitgroup, point);
- void UIDisplayMessage(playergroup, int, text);
- void Wait(fixed, int);
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Facts
- Date created
- Mar 28, 2010
- Last updated
- Mar 28, 2010