• 0

    posted a message on Heroes Editor
    Quote from Alevice: Go

    @BlinkHawk: Go

    Why not just save the mod as sc2component so you dont deal with MPQ sorcery that really might not be needed.

    Hmn pretty much beause Core files can't be modified. I just tried it and couldn't get it to work :(.

    Nah I just changed the .StormLayout to .SC2Layout using some basic shell scripting.

    The problem I have is overriding the Core Sc2 Layouts.

    Posted in: General Chat
  • 0

    posted a message on Heroes Editor
    Quote from egodbout: Go

    @BlinkHawk: Go

    I would love a step by step tutorial

    Sure, stay tuned. I got some things fixed but I still struggle to get the UI working correctly and find a way to hook into hero/player selection.

    Posted in: General Chat
  • 0

    posted a message on Heroes Editor
    Quote from Tolkfan: Go

    @DEFILERRULEZ:

    I used CascView to extract the assets. Just point it at the HeroesData directory.

    You can then make a SC2mod (saved as SC2Components to be able to copy files directly into it) and move the Heroes files into it.

    I put thogether a working Heroes mod, but it's buggy as hell. For example: when placed on a map, units have their models duplicated and clipping through each other :S

    If anyone managed to make a fully working Heroes mod, it would be cool if you could upload it somewhere with the assets removed (no point in including 8GB of models and textures if we can extract and put them back in ourselves).

    I've been able to do it but using 2 mods instead of 1.

    The idea is to create an empty mod that only depends on Sc2:Core. Afterwards use casc view to extract all the assets in storm:heroes:assets:base. Now use an MPQ Editor to extract the files from the sc2mod you made on the same folder where you extracted the assets files. All files except (attributes) and (listfile), then use the MPQ Editor to reconstruct an MPQ from that folder and save it over your mod. This will generate the proper mod file. You can also extract enUS files of the mod and insert them into the Sc2 enus folder (they use a different setup)

    For data editor same process but when creating the mod, add a dependency to HeroesAssets.

    Posted in: General Chat
  • 0

    posted a message on Create Your Wizard Wish List - War3 Mod

    Maybe a simple wizard for making trees.

    Posted in: Warcraft Modding
  • 0

    posted a message on Adapt your older maps to War3 Mod 3.0
    Quote from Renee2islga: Go

    You can list the wizards you wanted mosted.

    If you can make basic wizards to simulate Wc3's object editor, then it would be quite nice.

    Posted in: Warcraft Modding
  • 0

    posted a message on [SOLVED]so...with the patch 3.0, is there a way to put triggers into a (kind) of dependencies? need it for multi-map
    Quote from egodbout: Go

    @FunkyUserName: Go

    is there a way to skip all the errors stuff when testing map? it just stop the whole thing....

    Normaly that is done through libraries, Look at Heroes files, HotS is 100% made with the editor

    Posted in: General Chat
  • 0

    posted a message on Swarm 3.0 Support direct display of Heroes Model
    Quote from Renee2islga: Go

    Still, heroes model are way too big in Size. So unless if Blizzard provide offical asset pack, with the current 150M limitation, I'm afriad that they still can't be widely used.

    Unless you reduce their quality manually

    They can be optimized through different means.

    One way is squishing all the floats, the other is reducing very similar keys in animations. It sacrifices quality but the end result will be better.

    Posted in: General Chat
  • 0

    posted a message on Swarm 3.0 Coming
    Quote from Tolkfan: Go

    I managed to import HotS assets (lots of bugs and errors, but most of it works) and I'm like a kid in a candy store. I just found some (never used?) cute pirate ladies! :O

    ]

    Does anyone know where HotS stores map files? I only found the tutorial map (which is a copy of Dragonshire).

    Same as Sc2 Arcade maps, they are stored in battle.net cache. You just need to open them.

    Posted in: General Chat
  • 0

    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from abvdzh: Go

    @FunkyUserName: Go

    i just opened my main map with a huge pack of data abilities which i was polishing and redoing as i learned new better methods over the years. And guess what? half of them doesn't work and using some of them causing game to crush with a critical error. I spend so much time learning the data editor, i won't kill any more of my time fighting with this bugs.

    Use wizards bro, it will make things easier.

    Posted in: General Chat
  • 0

    posted a message on Import abilities?

    It's impossible right now. HotS uses a lot of new actor messages not present on current version of Sc2.

    Posted in: Heroes of the Storm
  • 0

    posted a message on Datamine: New Natives
    Quote from TyaArcade: Go

    I see a lot of cool stuff in there but nothing really mind-blowing. A lot of conveniences like being able to modify a catalog value instead of set it.

    New unit flags: Dazed, Silenced.

    Can hide charges on button flags.

    Can show recharging. I guess this is for when you have a charge of an ability, it will show the cooldown of when the next charge is acquired.

    I think what stands out is the mixture of Heroes of the Storm and LotV settings. It's been asked a lot whether SC2 and HotS will share the exact same engine, and hence opening up the opportunity for a shared arcade (albeit with a potentially colossal download).

    Well, the trigger editor won't change much.

    The key features are in the Data Editor. Specialy something called "Wizards". They are something like premade GUIs for making certain set of data objects through simpler parameters. Wizards can be created and designed on the editor, saved, reused and shared for others to use. I'm still gathering data on them to fill the missing holes.

    I think the key feature in the natives is Automation and GenericHandle even though not much has been done on them yet.

    Posted in: General Chat
  • 0

    posted a message on After 5 years, some hope about Server-Side-BankFile?
    Quote from AlexO6: Go

    @BlinkHawk: Go

    You can disclose it. Go ahead and have fun. :)

    Well some texts indicate you can get extra files and open them. However there seems to be no galaxy support for that, except for something called Automation which appears to run Lua. It's still in development.

    Another thing is something called "list components" and something about loading galaxy code during game.

    Posted in: General Chat
  • 0

    posted a message on Datamine: New Natives

    Since the amount of data I've datamined is quite big. I'll do it by steps.

    The code above, contains only the new natives.

    Highlights

    • Generic Handles
    • Automation
    • Pathing Functions
    • Hotkey Events
    • Lots of new unit functions
    //--------------------------------------------------------------------------------------------------
    // Contents
    //--------------------------------------------------------------------------------------------------
    // - About Types
    // - Automation
    // - Effect History
    
    const int c_animBracketStartFlagFullMatch           = (1 << 5);
    const int c_animBracketStartFlagNoMismatchQueryProps= (1 << 6);
    const int c_animBracketStartFlagDontResetOnUnhide   = (1 << 7);
    
    const int c_animFlagDontResetOnUnhide               = (1 << 5);
    const int c_animFlagNoMismatchQueryProps            = (1 << 6);
    const int c_animFlagVariationMatch                  = (1 << 7);
    
    const int c_animationOffsetStart        = 0;
    const int c_animationOffsetEnd          = 1;
    
    native void             AnimLengthQueryByName (actor a, string animName, bool scaledTime);
    native void             AnimLengthQueryByProps (actor a, string animProps);
    native generichandle    AnimLengthQueryLastCreated ();
    native void             AnimLengthQueryWait ();
    native fixed            AnimLengthSync (generichandle h);
    native fixed            AnimLengthRemainingSync (generichandle h);
    native void             AnimWait (actor a, string animName, fixed offset, int offsetType);
    
    //--------------------------------------------------------------------------------------------------
    // Automation
    //--------------------------------------------------------------------------------------------------
    native string   AutomationLuaGlobalGetAsString (string name);
    
    //--------------------------------------------------------------------------------------------------
    // Bank
    //--------------------------------------------------------------------------------------------------
    native text     BankSizeAsText (string name, int player);
    native text     BankSectionSizeAsText (bank b, string section);
    native text     BankKeySizeAsText (bank b, string section, string key);
    
    //--------------------------------------------------------------------------------------------------
    // Camera
    //--------------------------------------------------------------------------------------------------
    const int c_cameraValueFalloffStartNear = 13;
    const int c_cameraValueFalloffEndNear   = 14;
    
    native fixed        CameraGetDistance (int player);
    
    native unitgroup    CameraFollowUnitGroupGet (int player);
    
    // Toggle the forced follow state. If off, it will defer to the user option.
    //
    native void         CameraForceFollowUnitGroup (int player, bool forced);
    
    //--------------------------------------------------------------------------------------------------
    // Campaign
    // 
    // Game initialization and configuration associated with standard campaign games
    //--------------------------------------------------------------------------------------------------
    native void     CampaignProgressEnableCampaignSaves (playergroup players, bool inDisable); // Blizzard maps only
    
    //--------------------------------------------------------------------------------------------------
    // Catalogs
    //
    //--------------------------------------------------------------------------------------------------
    
    native int CatalogFieldValueGetFlagsAsInt (int catalog, string entry, string fieldPath, int player);
    native bool CatalogFieldValueModify (int catalog, string entry, string fieldPath, int player, string value, int operation);
    native bool CatalogReferenceModify (string reference, int player, string value, int operation);
    
    native void         ConversationDataLineSetPlayers (string convId, string lineId, playergroup players);
    native void         ConversationDataLineResetPlayers (string convId, string lineId);
    native void         ConversationDataLineHideForObservers (string convId, string lineId, bool hide);
    
    // ConversationDataGetSpeaker returns the character id for the speaker of the given line, if any.
    native string       ConversationDataGetSpeaker (string convLine);
    
    //--------------------------------------------------------------------------------------------------
    // Data Table
    // - Data tables provide named storage for any script type.
    //   Table access may be either global or thread-local.
    //--------------------------------------------------------------------------------------------------
    const int c_dataTypeGenericHandle       = 15;
    
    // - c_dataTypeGenericHandle
    native void          DataTableSetGenericHandle (bool global, string name, generichandle val);
    native generichandle DataTableGetGenericHandle (bool global, string name);
    
    //--------------------------------------------------------------------------------------------------
    // Dialogs
    //--------------------------------------------------------------------------------------------------
    
    native void     DialogSetPositionRelativeToUnitWithAnchor (int dialog, unit inUnit, string inAttachment, int anchor, int offsetX, int offsetY);
    native void     DialogSetRenderPriority (int dialog, int renderPriority);
    
    const int c_triggerControlTypeCommandPanel              = 23;
    const int c_triggerControlTypeHeroCutscene              = 24;
    const int c_triggerControlTypeCountdownLabel            = 25;
    const int c_triggerControlTypeUnitStatusLabel           = 26;
    const int c_triggerControlTypeScoreValueFrame           = 27;
    
    const int c_triggerControlPropertyAnimIndex             = 68;       // int
    const int c_triggerControlPropertyUseAspectUncorrection = 69;       // bool
    const int c_triggerControlPropertyHandle                = 70;       // string
    const int c_triggerControlPropertyBorderColor           = 71;       // color
    const int c_triggerControlPropertyFillColor             = 72;       // color
    const int c_triggerControlPropertySubmenu               = 73;       // string
    const int c_triggerControlPropertyUnitGroup             = 74;       // unitgroup
    const int c_triggerControlPropertyPlayerId              = 75;       // int
    const int c_triggerControlPropertyScoreValueLink        = 76;       // string
    const int c_triggerControlPropertyStateIndex            = 77;       // int
    
    const int c_triggerImageTypeCircular                    = 6;
    
    native void     DialogControlSetPropertyAsUnitGroup (int control, int property, playergroup players, unitgroup value);
    native unitgroup DialogControlGetPropertyAsUnitGroup (int control, int property, int player);
    
    native void     DialogControlSendAnimationEvent (int control, playergroup players, string eventName);
    native void     DialogControlSetAnimationSpeed (int control, playergroup players, string animationName, fixed speed);
    native void     DialogControlSetAnimationTime (int control, playergroup players, string animationName, fixed speed);
    native void     DialogControlAdvanceAnimation (int control, playergroup players, string animationName, fixed speed);
    
    native void     DialogControlRequestFocus (int control, playergroup players);
    
    //--------------------------------------------------------------------------------------------------
    // Effect History
    //--------------------------------------------------------------------------------------------------
    native int      EffectHistoryCount (effecthistory inHistory);
    
    const int c_effectHistoryEffectRoot = 0;
    const int c_effectHistoryEffectCurrent = 1;
    
    native string   EffectHistoryGetAbil (effecthistory inHistory, int inIndex);
    native fixed    EffectHistoryGetAmountFixed (effecthistory inHistory, int inIndex, int inAmount, bool inTotal);
    native int      EffectHistoryGetAmountInt (effecthistory inHistory, int inIndex, int inAmount, bool inTotal);
    native string   EffectHistoryGetEffect (effecthistory inHistory, int inIndex, int inEffect);
    native fixed    EffectHistoryGetTime (effecthistory inHistory, int inIndex);
    native int      EffectHistoryGetType (effecthistory inHistory, int inIndex);
    native unit     EffectHistoryGetUnitByLocation (effecthistory inHistory, int inIndex, int inLocation);
    native string   EffectHistoryGetWeapon (effecthistory inHistory, int inIndex);
    
    //--------------------------------------------------------------------------------------------------
    // Environment
    //--------------------------------------------------------------------------------------------------
    
    // Shrub
    native bool     InShrub (point inPos);
    
    //--------------------------------------------------------------------------------------------------
    // Game
    //--------------------------------------------------------------------------------------------------
    const int c_cmdNotEnoughFood    = 12;
    
    native string   GameMapPath ();
    
    // deprecated
    native void     GameAddChargeRegen (string inCharge, fixed inVal);
    
    native void     GameAddChargeRegenRemaining (string inCharge, fixed inVal);
    
    native void     GameAddChargeRegenFull (string inCharge, fixed inVal);
    native fixed    GameGetChargeRegenFull (string inCharge, bool adjustmentOnly);
    
    native int      GameTestConfigType ();
    
    native bool     GameIsMatchmade ();
    native bool     GameIsRanked ();
    native bool     GameIsCompetitive ();
    native bool     GameIsPractice ();
    native bool     GameIsCooperative ();
    native bool     GameAreHeroDuplicatesAllowed ();
    
    native void     KickFromGame (playergroup inPlayerGroup);
    
    native void     GameSetPauseable (bool pauseable);
    
    native void     MinimapPingPossibleEnemyStartLocations (fixed duration, string inModelLink, color c);
    
    //--------------------------------------------------------------------------------------------------
    // Misc
    //--------------------------------------------------------------------------------------------------
    native void    StartProfileRun (text name);
    native void    StopProfileRun ();
    native void    WaitForProfilerLoggingToEnd ();
    
    //--------------------------------------------------------------------------------------------------
    // Path
    //--------------------------------------------------------------------------------------------------
    native void         PathSetSourceUnit (int inPathId, unit inUnit);
    native unit         PathGetSourceUnit (int inPathId);
    
    native void         PathSetStepModel (int inPathId, int inLocation, string inModel);
    native string       PathGetStepModel (int inPathId, int inLocation);
    native void         PathSetStepModelScale (int inPathId, int inLocation, fixed inScale);
    native fixed        PathGetStepModelScale (int inPathId, int inLocation);
    
    native void         PathSetStepMidpoint (int inPathId, int inLocation, fixed inMidpoint);
    native fixed        PathGetStepMidpoint (int inPathId, int inLocation);
    
    native void         PathClearWayPoints (int inPathId);
    native void         PathAddWayPoint (int inPathId, point inWayPoint);
    
    native void         PathSetMinimumLinearDistance (int inPathId, fixed inDistance); // As the crow flies
    native fixed        PathGetMinimumLinearDistance (int inPathId); // As the crow flies
    native void         PathSetMinimumTravelDistance (int inPathId, fixed inDistance);
    native fixed        PathGetMinimumTravelDistance (int inPathId);
    native void         PathSetMinimumStepCount (int inPathId, int inStepCount);
    native int          PathGetMinimumStepCount (int inPathId);
    
    native int         PingCreateWithPlayerId (
                            playergroup players,
                            string modelLink,
                            point position,
                            color intColor,
                            fixed duration,
                            int player
                        );
    native int         PingCreateFromData (
                            playergroup players,
                            string pingLink,
                            point position
                        );
    
    native void         PingSetObserver (int p, bool isObserver);
    
    native int          EventPingOption ();
    
    //--------------------------------------------------------------------------------------------------
    // Hero Talent Tree
    //--------------------------------------------------------------------------------------------------
    native string       TalentTreeGetHeroTalentLink (int inPlayer, int inIndex);
    native bool         TalentTreeCanSelectHeroTalentTree (int inPlayer, int inTalentTreeIndex);
    native void         TalentTreeSetSelectedHeroTalentTree (int inPlayer, int inTalentTreeIndex);
    native int          TalentTreeGetSelectedHeroTalentTree (int inPlayer, int inTier);
    native int          TalentTreeGetSelectedHeroTalentTreeColumn (int inPlayer, int inTier);
    native void         TalentTreeClearTier (int inPlayer, int inTier);
    native bool         TalentTreeAllowed (int inPlayer, int inTalentTreeIndex);
    native void         SetTalentTierEnabled (int inTier, bool inEnabled);
    native void         SetTalentUpgradeRequired (bool inRequired);
    native void         SetTalentTreeHeroLevel (int inPlayer, int inLevel);
    native void         SetTalentsEnabled (bool inRequired);
    native void         SetTalentTreeSelectionPanelDismissAllowed (bool inAllowed);
    native void         SetTalentTreeSelectionPanelAutoShow (bool inAutoShow);
    native void         SetTalentTreePauseGameWhenSelectionPanelShown (bool inPauseGame);
    
    native void         TriggerAddEventHeroTalentTreeSelected (trigger t, int player);
    native void         TriggerAddEventHeroTalentTreeSelectionPanelShown (trigger t, int player);
    native void         TriggerAddEventHeroTalentTreeSelectionPanelHidden (trigger t, int player);
    
    native void         HelpPanelAddMessage (playergroup players, text speakerText, text subtitleText, string modelLink, soundlink soundId);
    
    //--------------------------------------------------------------------------------------------------
    // Hero Leader Panel
    //--------------------------------------------------------------------------------------------------
    native void         SetHeroLeaderPanelEnabled (bool inRequired);
    
    native string   PlayerHero (int inPlayer);
    native string   PlayerSkin (int inPlayer);
    native string   PlayerMount (int inPlayer);
    native string   PlayerArtifact (int inPlayer, int inArtifactIndex);
    native int      PlayerArtifactRank (int inPlayer, int inArtifactIndex);
    native string   PlayerCommander (int inPlayer);
    native int      PlayerCommanderLevel (int inPlayer);
    
    native void     PlayerSetToDLighting (int inPlayer, string inLight);
    
    native bool     PlayerAIControlAllowed (int player);
    native void     PlayerSetAllowAIControl (int player, bool allow);
    native bool     PlayerIsUnderAIControl (int player);
    native void     PlayerSetUnderAIControl (int player, bool aiControlled);
    
    native bool     PlayerHasReward (int inPlayer, string inReward);
    
    native void     PlayerAddTalent (int inPlayer, string inTalent);
    native void     PlayerRemoveTalent (int inPlayer, string inTalent);
    native bool     PlayerHasTalent (int inPlayer, string inTalent);
    
    // Unlike RegionPlayableMapSet, this does not affect pathing.
    // Passing a null region will reset to global playable bounds.
    native void     PlayerSetBounds (int inPlayer, region inRegion);
    
    const int c_playerStateCameraFollow         = 18; // Read-only
    
    native void PlayerSetRace (int inPlayer, string inRace);
    native void PlayerSetHero (int inPlayer, string inHero);
    native void PlayerSetSkin (int inPlayer, string inSkin);
    native void PlayerSetMount (int inPlayer, string inMount);
    native void PlayerSetCommander (int inPlayer, string inCommander);
    native void PlayerSetCommanderLevel (int inPlayer, int inCommanderLevel);
    
    native void PlayerSetDeathTimer (int inPlayer, timer inTimer);
    
    // PlayerApplySkin may be used to apply multiple skin replacements simultaneously.
    // These are not automatically removed when applying new ones like PlayerSetSkin does.
    native void PlayerApplySkin (int inPlayer, string inSkin, bool apply);
    
    native string PlayerGetHotkeyProfile (int inPlayer);
    
    native void TriggerAddEventPlayerJoin (trigger inTrigger, int player);
    
    native void TriggerAddEventPlayerEffectUsedFromScope (trigger t, int player, string inScope);
    native string   EventPlayerEffectUsedSourceBehavior ();
    
    native void SetScoreTimer (timer inTimer);
    
    //--------------------------------------------------------------------------------------------------
    // Points
    //--------------------------------------------------------------------------------------------------
    
    native fixed DistanceSquaredBetweenPoints (point p1, point p2);
    
    native point PointInterpolate (point source, point dest, fixed fraction);
    native point MidPoint (point source, point dest);
    
    //--------------------------------------------------------------------------------------------------
    // Strings
    //--------------------------------------------------------------------------------------------------
    native int      StringCompare (string s1, string s2, bool caseSens);
    
    // - Use c_textExpressionTokenMain as the token code to define the main expression text
    //   dynamically, rather than looking up from externalized text. In this case the string id
    //   is arbitrary.
    //
    const string c_textExpressionTokenMain = "(main)";
    
    //--------------------------------------------------------------------------------------------------
    // Text Tags
    //--------------------------------------------------------------------------------------------------
    native void     TextTagSetGravity (int inTag, fixed inGravity);
    
    //--------------------------------------------------------------------------------------------------
    // Triggers
    //
    //--------------------------------------------------------------------------------------------------
    
    const int c_triggerThreadFlagAI = 1; // Thread is an AI thread.
    native void     TriggerCurrentTriggerThreadSetFlags (int f, bool on); // sets/clears flags given on the current thread
    
    // - Arbitrary data may be associated with the event via data tables. This works using special
    //   value names for event parameters, which can be determined using TriggerEventParamName.
    //
    //   1) To set parameter values, store them in the local data table using DataTableSet*
    //      with names from TriggerEventParamName. This must be done before calling TriggerSendEvent.
    //
    //   2) To access values when responding to the event, simply call DataTableGet* on the local
    //      table using the same name from TriggerEventParamName.
    //
    
    native string   TriggerEventParamName (string eventName, string paramName);
    
    // Trigger Debugging
    const int c_tdFilterFlagObservers        = 0;
    const int c_tdFilterFlagParticipants     = 1;
    
    native void     TriggerDebugOutputEnable (bool inEnable);
    
    native void     TriggerDebugSetTypeFilter (int type, int filter, bool enabled);
    
    //--------------------------------------------------------------------------------------------------
    // Units
    //--------------------------------------------------------------------------------------------------
    
    native text UnitGetName (unit inUnit);
    
    native point UnitGetGoalPosition (unit inUnit);
    
    const int c_unitStateResistant          = 33;
    const int c_unitStateSilenced           = 34;
    const int c_unitStateDazed              = 35;
    
    native void     UnitModifyCooldown (unit inUnit, string inCooldown, fixed inVal, int inOperation);
    native void     UnitClearCooldowns (unit inUnit, bool inReset);
    
    native effecthistory UnitEffectHistory (unit inUnit, int inMaxCount);
    
    native void     UnitAbilitySpendExplicit (unit inUnit, abilcmd inAbilCmd, int inLocation, fixed inVitalsFactor, fixed inResourcesFactor, fixed inChargesFactor, fixed inCooldownFactor);
    
    // Ability command states
    const int c_cmdStateRecharging      = (1 << 8);
    const int c_cmdStateHideCharges     = (1 << 18);
    const int c_cmdStateHighlighted     = (1 << 19);
    
    native unitgroup    UnitConjoinedGroup (unit inUnit, string inConjoinedBehavior);
    
    native fixed    UnitGetDamageDealtTime (unit inUnit);
    native fixed    UnitGetDamageTakenTime (unit inUnit);
    
    // Behavior categories
    const int c_unitBehaviorFlagCloak               = 3;
    const int c_unitBehaviorFlagInvulnerable        = 4;
    const int c_unitBehaviorFlagSlow                = 5;
    const int c_unitBehaviorFlagFast                = 6;
    const int c_unitBehaviorFlagStun                = 7;
    const int c_unitBehaviorFlagReveal              = 8;
    const int c_unitBehaviorFlagUser1               = 9;
    const int c_unitBehaviorFlagUser2               = 10;
    const int c_unitBehaviorFlagUser3               = 11;
    const int c_unitBehaviorFlagUser4               = 12;
    const int c_unitBehaviorFlagUser5               = 13;
    const int c_unitBehaviorFlagUser6               = 14;
    const int c_unitBehaviorFlagUser7               = 15;
    const int c_unitBehaviorFlagUser8               = 16;
    const int c_unitBehaviorFlagUser9               = 17;
    const int c_unitBehaviorFlagUser10              = 18;
    const int c_unitBehaviorFlagUser11              = 19;
    const int c_unitBehaviorFlagUser12              = 20;
    const int c_unitBehaviorFlagUser13              = 21;
    const int c_unitBehaviorFlagUser14              = 22;
    const int c_unitBehaviorFlagUser15              = 23;
    
    native bool     UnitHasBehavior2 (unit inUnit, string inBehavior);
    
    native fixed    UnitBehaviorDamageModifyRemaining (unit inUnit, string inBehavior);
    native fixed    UnitBehaviorDamageModifyLimit     (unit inUnit, string inBehavior);
    
    native bool     UnitOrderIsAcquired (unit inUnit, int inIndex);
    
    const int c_unitInventorySlotContainer  = 65; // The value to use for inSlot when calling UnitInventoryMove to move an item to a top-level container provided by CAbilInventory directly.
    
    native void         UnitWeaponSetPeriodRemaining (unit inUnit, int inIndex, fixed inRemaining);
    
    native bool         UnitInRangeAndAbleToAttackTarget (unit inUnit, unit inTarget);
    
    // Unit experience
    native fixed   UnitXPGetCurrentXP    (unit inUnit, string inVeterancyBehavior);
    native void    UnitXPAddXP           (unit inUnit, string inVeterancyBehavior, fixed inXP);
    native void    UnitXPSetCurrentXP    (unit inUnit, string inVeterancyBehavior, fixed inXP);
    native int     UnitXPGetXPForLevel   (unit inUnit, string inVeterancyBehavior, int inLevel);
    native void    UnitXPSetXPForLevel   (unit inUnit, string inVeterancyBehavior, int inLevel, int inXp);
    native int     UnitXPGetCurrentLevel (unit inUnit, string inVeterancyBehavior);
    native void    UnitXPSetCurrentLevel (unit inUnit, string inVeterancyBehavior, int inLevel);
    native int     UnitXPGetNumLevels    (unit inUnit, string inVeterancyBehavior);
    
    native string UnitTypeGetGenderCode (string inUnitType);
    
    native bool UnitPathableToPoint (unit u, point inTarget, fixed inRange, fixed inMaxDistance);
    native bool UnitPathableToUnit (unit u, unit inTarget, fixed inRange, fixed inMaxDistance);
    
    // Unit Vital
    // - The EUnitVital constants are in Game.galaxy
    const int c_unitVitalAny = -1;
    
    native void     TriggerAddEventUnitDamageAbsorbed (trigger inTrigger, unitref inUnit, string inBehavior);
    native void     TriggerAddEventUnitHealed (trigger inTrigger, unitref inUnit, int inHealType, string inEffect);
    
    native fixed    EventUnitDamageAttempted ();
    native fixed    EventUnitDamageAttemptedVitals ();
    
    native fixed    EventUnitDamageBehaviorShield ();
    native fixed    EventUnitDamageVitalsLeeched (int inVital);
    native int      EventUnitDamageKillXP ();
    
    // - c_unitEventHealed
    native unit     EventUnitHealLaunchUnit ();
    native int      EventUnitHealLaunchPlayer ();
    native int      EventUnitHealVital ();
    native fixed    EventUnitHealAmount ();
    native string   EventUnitHealEffect ();
    
    native unit     EventUnitAbilityOtherUnit ();
    
    native void     TriggerAddEventUnitBehaviorChangeFromCategory (trigger t, unitref u, int inCategory, int inChangeType);
    
    native unit     EventUnitVictimUnit ();
    native unit     EventUnitItemUsed ();
    native string   EventUnitEffectUsed ();
    
    // Map Tags
    native string   PickedExclusiveMapTag ();
    
    // UI
    
    native void         UISetHotkeyProfile (playergroup players, string profileName);
    
    native text         UIHotKeyString (int hotKey, int count, bool abbreviate, bool addTags);
    
    native void         UISetGameMenuItemShortcut (playergroup inPlayers, int inMenuItemType, text inShortcut);
    
    native void         UIShowStandardMenu (playergroup inPlayers);
    
    native void         UISetHotkeyAllowed (playergroup players, int hotkey, bool allow);
    
    native void         UIMessageLogPanelSetVisible (playergroup inPlayers, bool inVisible);
    
    native void         UISetTargetingOrder (playergroup inPlayers, unitgroup inUnits, order inOrder, bool inSticky);
    
    native void         TriggerAddEventHotkeyPressed (trigger t, int player, int hotkey, bool down);
    
    native void         TriggerAddEventResourceRequest (trigger t, int player);
    native void         TriggerAddEventResourceTrade (trigger t, int player, int recipientPlayer);
    
    native void         TriggerAddEventCommandError (trigger t, int player, int error, abilcmd inAbilCmd);
    
    native int          EventResourceRequestAmount (int resourceIndex);
    native int          EventResourceTradeRecipient ();
    native int          EventResourceTradeAmount (int resourceIndex);
    
    native int          EventCommandErrorValue ();
    native abilcmd      EventCommandErrorAbilCmd ();
    
    //--------------------------------------------------------------------------------------------------
    // Visibility
    //--------------------------------------------------------------------------------------------------
    
    // these need to match the values in VisionUI.h
    const int c_fillTypeFogged      = 0;
    const int c_fillTypeMasked      = 1;
    const int c_fillTypeHidden      = 2;
    const int c_fillTypeUnexplored  = 3;
    
    // Note: Alpha values are in percent (0-100)
    //
    native fixed    VisGetFoWAlpha (int player);
    native void     VisSetFoWAlpha (int player, fixed alpha);
    native void     VisResetFoWAlpha (int player);
    
    native void     VisFillArea (int player, region area, int fillType, bool checkCliffLevel);
    

    More natives found from hacking:

    AutomationMapNameGet AutomationComputerNameGet AutomationBuildNumberGet

    all the game natives (extracted from the executable):

    VisRevealerUpdate
    VisRevealerEnable
    VisRevealerDestroy
    VisRevealerLastCreated
    VisRevealerCreate
    VisRevealArea
    VisFillArea
    VisExploreArea
    VisResetFoWAlpha
    VisSetFoWAlpha
    VisGetFoWAlpha
    VisIsVisibleForPlayer
    VisIsEnabled
    VisEnable
    EventResourceTradeAmount
    EventResourceTradeRecipient
    EventResourceRequestAmount
    EventTargetModeState
    EventTargetModeAbilCmd
    EventButtonPressed
    EventKeyAlt
    EventKeyControl
    EventKeyShift
    EventKeyPressed
    EventMouseMovedPosZWorld
    EventMouseMovedPosYWorld
    EventMouseMovedPosXWorld
    EventMouseMovedPosYUI
    EventMouseMovedPosXUI
    EventMouseClickedPosZWorld
    EventMouseClickedPosYWorld
    EventMouseClickedPosXWorld
    EventMouseClickedPosYUI
    EventMouseClickedPosXUI
    EventMouseClickedButton
    EventGameMenuItemSelected
    EventCustomDialogResult
    TriggerAddEventResourceTrade
    TriggerAddEventResourceRequest
    TriggerAddEventTargetModeUpdate
    TriggerAddEventGameCreditsFinished
    TriggerAddEventButtonPressed
    TriggerAddEventHotkeyPressed
    TriggerAddEventKeyPressed
    TriggerAddEventMouseMoved
    TriggerAddEventMouseClicked
    TriggerAddEventGameMenuItemSelected
    TriggerAddEventCustomDialogDismissed
    TriggerAddEventAbortMission
    UISetTargetingOrder
    UIMessageLogPanelSetVisible
    UILaunchNydusLink
    UISetSelectionTypeEnabled
    UISetResourceVisible
    UIClearBattleNetButtonOffset
    UISetBattleNetButtonOffset
    UISetChallengeCompleted
    UIGetChallengeHighScore
    UISetChallengeHighScore
    UISetChallengeScoreText
    UISetChallengeMode
    UISetDragSelectEnabled
    UISetHotkeyAllowed
    UISetCommandDisallowedMessage
    UISetCommandAllowed
    UISetMiniMapBounds
    UISetMiniMapCameraFoVVisible
    UISetMiniMapBackGroundColor
    UISetButtonFaceHighlighted
    UISetButtonHighlighted
    UISetResourceTradingMajorStep
    UISetResourceTradingMinorStep
    UISetResourceTradingAllowed
    UISetResourceTradeCountdownTime
    UIShowCustomDialog
    UIShowCustomMenu
    UIShowStandardMenu
    UISetCustomMenuItemText
    UISetCustomMenuItemShortcut
    UICustomMenuItemVisible
    UISetCustomMenuItemVisible
    UIClearCustomMenuItemList
    UISetGameMenuItemShortcut
    UISetGameMenuItemText
    UIGameMenuItemVisible
    UISetGameMenuItemVisible
    UIFrameVisible
    UISetFrameVisible
    UISetAlertTypeVisible
    UIAlertClear
    UIAlertUnit
    UIAlertPoint
    UIAlert
    UISetRestartLoadingScreen
    UISetNextLoadingScreenTextPosition
    UISetNextLoadingScreenImageScale
    UISetNextLoadingScreen
    UISetAchievementToastStyle
    UIStatusBarClearOverride
    UIStatusBarOverride
    UIFlyerHelperClearOverride
    UIFlyerHelperOverride
    UIUnitColorStyleClearOverride
    UIUnitColorStyleOverride
    UIHideTextCrawl
    UIShowTextCrawl
    UIHideCinematicText
    UIShowCinematicText
    UIClearMessages
    UIDisplayMessage
    UIHotKeyString
    UISetHotkeyProfile
    UISetCursorAutoHide
    UISetCursorVisible
    UISetWorldVisible
    UISetMinimumLetterboxHeight
    UISetMode
    UserDataInstanceFromReference
    UserDataTypeFromReference
    UserDataLoadType
    UserDataSaveType
    UserDataLoadInstance
    UserDataSaveInstance
    UserDataResetAll
    UserDataResetType
    UserDataResetInstance
    UserDataResetValue
    UserDataSetUser
    UserDataSetUpgrade
    UserDataSetUnit
    UserDataSetText
    UserDataSetString
    UserDataSetSound
    UserDataSetMovie
    UserDataSetModel
    UserDataSetInt
    UserDataSetImageAttachPoint
    UserDataSetImageEdge
    UserDataSetImagePath
    UserDataSetGameLink
    UserDataSetFixed
    UserDataSetCompare
    UserDataSetColor
    UserDataSetActor
    UserDataSetAbilCmd
    UserDataGetUserInstance
    UserDataGetUserType
    UserDataGetUpgrade
    UserDataGetUnit
    UserDataGetText
    UserDataGetString
    UserDataGetSound
    UserDataGetMovie
    UserDataGetModel
    UserDataGetInt
    UserDataGetImageAttachPoint
    UserDataGetImageEdge
    UserDataGetImagePath
    UserDataGetGameLink
    UserDataGetFixed
    UserDataGetCompare
    UserDataGetColor
    UserDataGetActor
    UserDataGetAbilCmd
    UserDataFieldIsModifiable
    UserDataFieldValueCount
    UserDataFieldType
    UserDataField
    UserDataFieldCount
    UserDataInstance
    UserDataInstanceCount
    UnitFlashSelection
    UnitGroupSelect
    UnitRefToUnit
    UnitRefFromVariable
    UnitRefFromUnit
    UnitGroupNearestUnit
    UnitGroupTestPlane
    UnitGroupHasUnit
    UnitGroupRandomUnit
    UnitGroupUnit
    UnitGroupCount
    UnitGroupWaitUntilIdle
    UnitGroupIssueOrder
    UnitGroupRemoveUnitGroup
    UnitGroupRemove
    UnitGroupAddUnitGroup
    UnitGroupAdd
    UnitGroupClear
    UnitGroupClosestToPoint
    UnitGroupCenterOfGroup
    UnitGroupIdle
    UnitGroupFilterThreat
    UnitGroupFilterRegion
    UnitGroupFilterPlane
    UnitGroupFilterPlayer
    UnitGroupFilterAlliance
    UnitGroupFilter
    UnitGroupSearch
    UnitCountAlliance
    UnitGroupAlliance
    UnitGroupFromId
    UnitGroupCopy
    UnitGroupEmpty
    UnitFilter
    PickedExclusiveMapTag
    TriggerAddEventUnitTrainProgress
    TriggerAddEventUnitSpecializeProgress
    TriggerAddEventUnitReviveProgress
    TriggerAddEventUnitResearchProgress
    TriggerAddEventUnitLearnProgress
    TriggerAddEventUnitConstructProgress
    TriggerAddEventUnitArmMagazineProgress
    TriggerAddEventUnitGainLevel
    TriggerAddEventUnitGainExperience
    TriggerAddEventUnitAttributeChange
    TriggerAddEventUnitAttacked
    TriggerAddEventUnitStartedAttack
    TriggerAddEventUnitAcquiredTarget
    TriggerAddEventUnitDied
    TriggerAddEventUnitRemoved
    UnitEventSetNullVariableInvalid
    UnitPathableToUnit
    UnitPathableToPoint
    UnitTypeAnimationUnload
    UnitTypeAnimationLoadOverriding
    UnitTypeAnimationLoad
    UnitTypeIsAffectedByUpgrade
    UnitTypeTestAttribute
    UnitTypeTestFlag
    UnitTypeGetProperty
    UnitTypeGetGenderCode
    UnitTypeGetName
    UnitTypeFromString
    UnitLevel
    UnitXPTotal
    UnitInRangeAndAbleToAttackTarget
    UnitCanAttackTarget
    UnitWeaponSpeedMultiplier
    UnitWeaponDamage
    UnitWeaponsPlaneTest
    UnitWeaponRemove
    UnitWeaponSetPeriodRemaining
    UnitWeaponPeriodRemaining
    UnitWeaponRange
    UnitWeaponPeriod
    UnitWeaponIsEnabled
    UnitWeaponGet
    UnitWeaponCheck
    UnitWeaponCount
    UnitWeaponAdd
    UnitInventoryUnit
    UnitInventorySlot
    UnitInventoryRemove
    UnitInventoryMove
    UnitInventoryLastCreated
    UnitInventoryItem
    UnitInventoryIndex
    UnitInventoryGroup
    UnitInventoryCreate
    UnitInventoryCount
    UnitInventoryContainer
    UnitTechTreeUpgradeCount
    UnitTechTreeUnitCount
    UnitTechTreeBehaviorCount
    UnitRallyPointTargetUnit
    UnitRallyPointTargetPoint
    UnitRallyPointTargetCount
    UnitRallyPointCount
    UnitRallyPoint
    UnitIssueOrder
    UnitIsHarvesting
    UnitOrderIsValid
    UnitOrderHasAbil
    UnitOrderCount
    UnitOrder
    UnitMarkerRemove
    UnitMarkerCount
    UnitMarkerAdd
    UnitMarker
    UnitXPGainEnable
    UnitBehaviorSpawn
    UnitBehaviorGetCooldown
    UnitBehaviorAddCooldown
    UnitBehaviorGetChargeUsed
    UnitBehaviorAddChargeUsed
    UnitBehaviorGetChargeRegenFull
    UnitBehaviorAddChargeRegenFull
    UnitBehaviorGetChargeRegen
    UnitBehaviorAddChargeRegenRemaining
    UnitBehaviorAddChargeRegen
    UnitBehaviorTransfer
    UnitBehaviorRemove
    UnitHasBehavior2
    UnitHasBehavior
    UnitBehaviorGet
    UnitBehaviorEnabled
    UnitBehaviorSetDurationRemaining
    UnitBehaviorSetDuration
    UnitBehaviorDurationTotal
    UnitBehaviorDuration
    UnitBehaviorCount
    UnitBehaviorCountAll
    UnitBehaviorAdd
    UnitCheckProgressState
    UnitSetProgressStage
    UnitSetProgressComplete
    UnitGetProgressComplete
    UnitGetDamageTakenTime
    UnitGetDamageDealtTime
    UnitMoverExists
    UnitQueueGetProperty
    UnitQueueItemTypeCheck
    UnitQueueItemTime
    UnitQueueItemGet
    UnitQueueItemCount
    UnitMagazineCount
    UnitMagazineLastCreatedGroup
    UnitMagazineLastCreated
    UnitMagazineArm
    UnitConjoinedGroup
    UnitTransport
    UnitCargoValue
    UnitCargoGroup
    UnitCargoLastCreatedGroup
    UnitCargoLastCreated
    UnitCargoCreate
    UnitAddOnParent
    UnitAddOnChild
    UnitAbilityEffectInstantGetRange
    UnitAbilityGetCooldown
    UnitAbilityAddCooldown
    UnitAbilityGetChargeUsed
    UnitAbilityAddChargeUsed
    UnitAbilityGetChargeRegenFull
    UnitAbilityAddChargeRegenFull
    UnitAbilityGetChargeRegen
    UnitAbilityAddChargeRegenRemaining
    UnitAbilityAddChargeRegen
    UnitAbilityMaxLevel
    UnitAbilityGetLevel
    UnitAbilityChangeLevel
    UnitCheckAbilCmdState
    UnitAbilityCheck
    UnitAbilityGet
    UnitAbilityShow
    UnitAbilityEnable
    UnitAbilityExists
    UnitAbilityCount
    UnitAbilityChargeInfo
    UnitAbilityReset
    UnitAbilitySpend
    UnitGetAIOption
    UnitSetAIOption
    UnitValidateEffectUnit
    UnitValidateEffectPoint
    UnitCreateEffectUnit
    UnitCreateEffectPoint
    UnitAddCooldown
    UnitGetCooldown
    UnitClearCooldowns
    UnitGetChargeUsed
    UnitAddChargeUsed
    UnitGetChargeRegenFull
    UnitAddChargeRegenFull
    UnitGetChargeRegen
    UnitAddChargeRegenRemaining
    UnitAddChargeRegen
    UnitGetCustomValue
    UnitSetCustomValue
    UnitGetPropertyFixed
    UnitGetPropertyInt
    UnitSetPropertyFixed
    UnitSetPropertyInt
    UnitTestState
    UnitSetState
    UnitStatusBarClearOverride
    UnitForceStatusBar
    UnitClearInfoText
    UnitSetInfoSubTip
    UnitSetInfoTip
    UnitSetInfoText2
    UnitSetInfoText
    UnitSetPingCursor
    UnitSetCursor
    UnitPauseAll
    UnitSetScale
    UnitResetSpeed
    UnitGetAttachmentPoint
    UnitGetFacing
    UnitGetHeight
    UnitGetGoalPosition
    UnitResetTeamColorIndex
    UnitSetTeamColorIndex
    UnitGetOwner
    UnitGetType
    UnitGetTag
    UnitGetName
    UnitWaitUntilIdle
    UnitIsValid
    UnitIsAlive
    UnitKill
    UnitRemove
    UnitUnloadModel
    UnitLoadModel
    UnitFromId
    UnitLastCreatedGroup
    UnitLastCreated
    UnitCreate
    TriggerDebugSetTypeFilter
    TriggerDebugSetTypeFile
    TriggerDebugSetTypeColor
    TriggerDebugSetTypeName
    TriggerDebugEnableType
    TriggerDebugOutputEnable
    TriggerDebugOutput
    TriggerDebugWindowOpen
    EventGenericName
    TriggerAddEventGeneric
    TriggerSendEvent
    TriggerEventParamName
    EventTrigger
    TriggerAddEventTriggerSkipped
    TriggerSkippableEnd
    TriggerSkippableBegin
    TriggerQueueClear
    TriggerQueuePause
    TriggerQueueIsEmpty
    TriggerQueueExit
    TriggerQueueEnter
    TriggerWaitForTrigger
    TriggerStop
    TriggerActiveCount
    TriggerGetCurrent
    TriggerExecute
    TriggerEvaluate
    TriggerGetFunction
    TriggerGetExecCount
    TriggerGetEvalCount
    TriggerResetCounts
    TriggerIsEnabled
    TriggerEnable
    TriggerDestroy
    TriggerFind
    TriggerCreate
    TransmissionIsComplete
    TransmissionWait
    TransmissionSetOption
    TransmissionClearGroup
    TransmissionClearAll
    TransmissionPlayerHasActiveTransmission
    TransmissionClear
    TransmissionLastSent
    TransmissionSendForPlayer
    TransmissionSendForPlayerSelect
    TransmissionSourceSetBypassMessageLog
    TransmissionSourceSetStreamingAllowed
    TransmissionSourceSetPauseAllowed
    TransmissionSourceFromMovie
    TransmissionSourceFromModel
    TransmissionSourceFromUnitType
    TransmissionSourceFromUnit
    TransmissionSource
    TimerWindowSetImageType
    TimerWindowSetProgressColor
    TimerWindowShowProgressBar
    TimerWindowShowBorder
    TimerWindowSetColor
    TimerWindowSetFormat
    TimerWindowSetFixedHeight
    TimerWindowSetGapWidth
    TimerWindowSetStyle
    TimerWindowSetTitle
    TimerWindowSetTimer
    TimerWindowVisible
    TimerWindowShow
    TimerWindowResetPosition
    TimerWindowSetPosition
    TimerWindowSetAnchor
    TimerWindowDestroy
    TimerWindowLastCreated
    TimerWindowCreate
    TriggerAddEventTimePeriodic
    TriggerAddEventTimeElapsed
    TriggerAddEventTimer
    SetScoreTimer
    TimerGetDuration
    TimerGetRemaining
    TimerGetElapsed
    TimerIsPaused
    TimerPause
    TimerLastStarted
    TimerRestart
    TimerStart
    TimerCreate
    AITimeIsPaused
    AITimePause
    TextTagSetTime
    TextTagSetFadedTransparency
    TextTagSetColor
    TextTagSetFogVisibility
    TextTagFogofWar
    TextTagPause
    TextTagVisible
    TextTagShow
    TextTagSetEdgeImage
    TextTagSetBackgroundOffset
    TextTagSetBackgroundBorderSize
    TextTagSetBackgroundImage
    TextTagShowBackground
    TextTagSetMaxSize
    TextTagSetTextAlignment
    TextTagSetAlignment
    TextTagSetGravity
    TextTagSetVelocity
    TextTagAttachToUnitPoint
    TextTagAttachToUnit
    TextTagSetPosition
    TextTagSetFontSize
    TextTagSetTextShadow
    TextTagSetText
    TextTagDestroy
    TextTagLastCreated
    TextTagCreate
    TextExpressionAssemble
    TextExpressionSetToken
    StringToText
    StringExternalAsset
    StringExternalHotkey
    StringExternal
    TextReplaceWord
    CampaignMode
    StorySetChange
    StoryCreatePlanetPanel
    StoryMode
    StatEventLastCreated
    StatEventSend
    StatEventAddDataFixed
    StatEventAddDataInt
    StatEventAddDataString
    StatEventCreate
    SoundtrackWait
    SoundPlaySceneFile
    SoundPortraitModel
    SoundSubtitleText
    SoundSetFactors
    SoundLengthSync
    SoundLengthQueryWait
    SoundLengthQuery
    SoundAttachUnit
    SoundStopAllTriggerSounds
    SoundStopAllModelSounds
    SoundStop
    SoundPause
    SoundLastPlayed
    SoundLinkAsset
    SoundLinkId
    TriggerAddEventResearchPanelSelectionChanged
    TriggerAddEventResearchPanelPurchase
    TriggerAddEventResearchPanelExit
    ResearchItemGetSelected
    ResearchItemSetSelected
    ResearchItemPurchase
    ResearchItemIsRecentlyPurchased
    ResearchItemSetRecentlyPurchased
    ResearchItemSetMovieFilePath
    ResearchItemSetIconFilePath
    ResearchItemSetConfirmationText
    ResearchItemSetTooltipText
    ResearchItemSetDescriptionText
    ResearchItemSetNameText
    ResearchItemSetState
    ResearchItemSetSlot
    ResearchItemSetPlayerGroup
    ResearchItemDestroyAll
    ResearchItemDestroy
    ResearchItemLastCreated
    ResearchItemCreate
    ResearchTierSetMaxPurchasesAllowed
    ResearchTierSetRequiredLevel
    ResearchTierSetSlot
    ResearchTierSetPlayerGroup
    ResearchTierDestroyAll
    ResearchTierDestroy
    ResearchTierLastCreated
    ResearchTierCreate
    ResearchCategorySetLastLevel
    ResearchCategorySetCurrentLevel
    ResearchCategorySetNameText
    ResearchCategorySetSlot
    ResearchCategorySetPlayerGroup
    ResearchCategoryDestroyAll
    ResearchCategoryDestroy
    ResearchCategoryLastCreated
    ResearchCategoryCreate
    RegionGetAttachUnit
    RegionAttachToUnit
    RegionSetCenter
    RegionGetCenter
    RegionGetBoundsMax
    RegionGetBoundsMin
    RegionRandomPoint
    RegionContainsPoint
    RegionGetOffset
    RegionSetOffset
    RegionAddRegion
    RegionAddCircle
    RegionAddRect
    RegionFromName
    RegionFromId
    RegionPlayableMapSet
    RegionPlayableMap
    RegionEntireMap
    RegionEmpty
    EventPurchaseMade
    TriggerAddEventSelectedPurchaseCategoryChanged
    TriggerAddEventSelectedPurchaseItemChanged
    TriggerAddEventPurchaseExit
    TriggerAddEventPurchaseMade
    PurchaseGetSelectedPurchaseItem
    PurchaseSetSelectedPurchaseItem
    PurchaseItemIsRecentlyPurchased
    PurchaseItemPurchase
    PurchaseItemSetSlot
    PurchaseItemSetRecentlyPurchased
    PurchaseItemSetState
    PurchaseItemSetCost
    PurchaseItemSetMovieFilePath
    PurchaseItemSetIconFilePath
    PurchaseItemSetDescriptionText
    PurchaseItemSetTooltipText
    PurchaseItemSetNameText
    PurchaseItemSetPlayerGroup
    PurchaseItemDestroyAll
    PurchaseItemDestroy
    PurchaseItemLastCreated
    PurchaseItemCreate
    PurchaseGroupSetUnitLink
    PurchaseGroupSetSlot
    PurchaseGroupSetState
    PurchaseGroupSetIconFilePath
    PurchaseGroupSetTooltipText
    PurchaseGroupSetNameText
    PurchaseGroupSetPlayerGroup
    PurchaseGroupDestroyAll
    PurchaseGroupDestroy
    PurchaseGroupLastCreated
    PurchaseGroupCreate
    PurchaseGetSelectedPurchaseCategory
    PurchaseSetSelectedPurchaseCategory
    PurchaseCategorySetSlot
    PurchaseCategorySetState
    PurchaseCategorySetNameText
    PurchaseCategorySetPlayerGroup
    PurchaseCategoryDestroyAll
    PurchaseCategoryDestroy
    PurchaseCategoryLastCreated
    PurchaseCategoryCreate
    PreloadSound
    PreloadScript
    PreloadScene
    PreloadObject
    PreloadMovie
    PreloadModel
    PreloadLayout
    PreloadImage
    PreloadAsset
    PortraitVisible
    PortraitSetActor
    PortraitSetMouseTarget
    PortraitSetTransitionModel
    PortraitSetLight
    PortraitSetTeamColor
    PortraitSetTintColor
    PortraitSetPaused
    PortraitForceTransition
    PortraitSetMuted
    PortraitUseTransition
    PortraitSetRenderType
    PortraitSetChannel
    PortraitSetBackgroundVisible
    PortraitSetBorderTexture
    PortraitSetBorderVisible
    PortraitSetVisible
    PortraitSetOffscreen
    PortraitSetFullscreen
    PortraitSetPosition
    PortraitSetSize
    PortraitSetCamera
    PortraitSetAnim
    PortraitSetModelAnim
    PortraitSetModel
    PortraitGetTriggerControl
    PortraitGetPlanetPanel
    PortraitGetGame
    PortraitWaitForLoad
    PortraitDestroyAll
    PortraitDestroy
    PortraitLastCreated
    PortraitCreate
    PointFromName
    PointFromId
    PlayerGroupHasPlayer
    PlayerGroupPlayer
    PlayerGroupCount
    PlayerGroupRemove
    PlayerGroupAdd
    PlayerGroupClear
    PlayerGroupAlliance
    PlayerGroupSingle
    PlayerGroupActive
    PlayerGroupAll
    PlayerGroupCopy
    PlayerGroupEmpty
    DifficultyAPM
    DifficultyEnabled
    DifficultyNameCampaign
    DifficultyName
    EventPlayerWave
    EventPlayerEffectUsedSourceBehavior
    EventPlayerEffectUsedAmountFixed
    EventPlayerEffectUsedAmountInt
    EventPlayerEffectUsedUnitType
    EventPlayerEffectUsedUnitOwner
    EventPlayerEffectUsedUnitLaunch
    EventPlayerEffectUsedUnitImpact
    EventPlayerEffectUsedUnit
    EventPlayerEffectUsedPoint
    EventPlayerPropertyChangeFixed
    EventPlayerPropertyChangeInt
    EventPlayerProperty
    EventPlayer
    TriggerAddEventPlayerEffectUsedFromScope
    TriggerAddEventPlayerEffectUsed
    TriggerAddEventPlayerAIWave
    TriggerAddEventPlayerPropChange
    TriggerAddEventPlayerLeft
    TriggerAddEventPlayerJoin
    TriggerAddEventPlayerAllianceChange
    PlayerScoreValueSetFromInt
    PlayerScoreValueSetFromFixed
    PlayerScoreValueGetAsInt
    PlayerScoreValueGetAsFixed
    PlayerScoreValueEnable
    PlayerScoreValueEnableAll
    PlayerValidateEffectUnit
    PlayerValidateEffectPoint
    PlayerCreateEffectUnit
    PlayerCreateEffectPoint
    PlayerGetCooldown
    PlayerAddCooldown
    PlayerGetChargeUsed
    PlayerAddChargeUsed
    PlayerGetChargeRegenFull
    PlayerAddChargeRegenFull
    PlayerGetChargeRegen
    PlayerAddChargeRegenRemaining
    PlayerAddChargeRegen
    PlayerPauseAllCooldowns
    PlayerPauseAllCharges
    PlayerBeaconBuildMenuWasFromPlayer
    PlayerBeaconBuildMenuCurrentGet
    PlayerBeaconBuildMenuCurrentSet
    PlayerBeaconBuildMenuClearSlotInfo
    PlayerBeaconBuildMenuDisableSlotInfo
    PlayerBeaconBuildMenuSetSlotInfo
    PlayerBeaconRequestedVespene
    PlayerBeaconRequestedMinerals
    PlayerBeaconSelectDropoff
    PlayerBeaconGetAllyPlayerId
    PlayerBeaconGetNumAllies
    PlayerBeaconAlert
    PlayerBeaconSetTargetUnit
    PlayerBeaconSetTargetPoint
    PlayerBeaconSetAutoCast
    PlayerBeaconGetTargetUnit
    PlayerBeaconGetTargetPoint
    PlayerBeaconIsSet
    PlayerBeaconIsFromUser
    PlayerBeaconIsAutoCast
    PlayerBeaconClearTarget
    PlayerGetHotkeyProfile
    PlayerApplySkin
    PlayerSetDeathTimer
    PlayerSetCommanderLevel
    PlayerSetCommander
    PlayerSetMount
    PlayerSetSkin
    PlayerSetHero
    PlayerSetRace
    PlayerGetState
    PlayerSetState
    PlayerGetAlliance
    PlayerSetAlliance
    PlayerColorName
    PlayerGetColorIndex
    PlayerSetColorIndex
    PlayerSetBounds
    PlayerHasTalent
    PlayerRemoveTalent
    PlayerAddTalent
    PlayerHasAccessTo
    PlayerHasLicense
    PlayerOptionOverride
    PlayerSetUnderAIControl
    PlayerIsUnderAIControl
    PlayerSetAllowAIControl
    PlayerAIControlAllowed
    PlayerAIBuildNumber
    PlayerStartLocation
    PlayerSetToDLighting
    PlayerSetLighting
    PlayerSetDifficulty
    PlayerDifficulty
    PlayerCommanderLevel
    PlayerCommander
    PlayerArtifactRank
    PlayerArtifact
    PlayerMount
    PlayerSkin
    PlayerHandle
    PlayerType
    PlayerStatus
    PlayerGetPropertyFixed
    PlayerGetPropertyInt
    PlayerModifyPropertyFixed
    PlayerModifyPropertyInt
    EventVictoryPanelDifficultySelected
    TriggerAddEventVictoryPanelPlayMissionAgain
    TriggerAddEventVictoryPanelExit
    VictoryPanelAddAchievement
    VictoryPanelAddTrackedStatistic
    VictoryPanelClearCustomStatisticTable
    VictoryPanelAddCustomStatisticLine
    VictoryPanelSetSummaryBackgroundFilePath
    VictoryPanelSetBackgroundFilePath
    VictoryPanelSetPlanetModelLink
    VictoryPanelSetCustomStatisticValue
    VictoryPanelSetCustomStatisticText
    VictoryPanelSetStatisticsTitle
    VictoryPanelSetAchievementsTitle
    VictoryPanelSetRewardCredits
    VictoryPanelSetRewardText
    VictoryPanelSetRewardTitle
    VictoryPanelSetMissionTimeText
    VictoryPanelSetMissionTimeTitle
    VictoryPanelSetMissionText
    VictoryPanelSetMissionTitle
    VictoryPanelSetVictoryText
    TriggerAddEventHeroTalentTreeSelectionPanelHidden
    TriggerAddEventHeroTalentTreeSelectionPanelShown
    TriggerAddEventHeroTalentTreeSelected
    SetTalentTreePauseGameWhenSelectionPanelShown
    SetTalentTreeSelectionPanelAutoShow
    SetTalentTreeSelectionPanelDismissAllowed
    SetTalentsEnabled
    SetTalentTreeHeroLevel
    SetTalentUpgradeRequired
    SetTalentTierEnabled
    TalentTreeAllowed
    TalentTreeClearTier
    TalentTreeGetSelectedHeroTalentTreeColumn
    TalentTreeGetSelectedHeroTalentTree
    TalentTreeSetSelectedHeroTalentTree
    TalentTreeCanSelectHeroTalentTree
    TalentTreeGetHeroTalentLink
    EventPlanetPanelDifficultySelected
    EventPlanetPanelMissionSelected
    TriggerAddEventPlanetPanelDeathComplete
    TriggerAddEventPlanetPanelBirthComplete
    TriggerAddEventPlanetPanelReplayPressed
    TriggerAddEventPlanetPanelCanceled
    TriggerAddEventPlanetMissionSelected
    TriggerAddEventPlanetMissionLaunched
    PlanetPanelSetBackgroundImage
    PlanetPanelSetBackButtonTooltip
    PlanetPanelSetBackButtonShortcut
    PlanetPanelSetBackButtonText
    PlanetPanelSetDismissButtonEnabled
    PlanetPanelSetBackButtonEnabled
    PlanetPanelGetContactButtonState
    PlanetPanelSetContactButtonState
    PlanetSetTechnologyUnitLink
    PlanetSetTechnologyIconFilePath
    PlanetSetPlanetModelLink
    PlanetSetBackgroundModelLink
    PlanetSetContactModelLink
    PlanetSetContactName
    PlanetSetContactTitle
    PlanetSetTechnologyText
    PlanetSetTechnologyName
    PlanetSetTechnologyTitle
    PlanetSetPlanetText
    PlanetSetBonusText
    PlanetSetBonusTitle
    PlanetSetResearchText
    PlanetSetResearchTitle
    PlanetSetRewardText
    PlanetSetRewardTitle
    PlanetSetSecondaryObjectiveText
    PlanetSetSecondaryObjectiveTitle
    PlanetSetPrimaryObjectiveText
    PlanetSetPrimaryObjectiveTitle
    PlanetSetMissionName
    PlanetSetMissionTitle
    PlanetSetTechnologyTooltipText
    PlanetSetContactTooltipText
    PlanetSetTooltipText
    PlanetSetDescriptionText
    PlanetSetPlanetName
    PlanetSetState
    PlanetSetPlayerGroup
    PlanetClearSelected
    PlanetGetSelected
    PlanetSetSelected
    PlanetDestroyAll
    PlanetDestroy
    PlanetLastCreated
    PlanetCreate
    EventPingOption
    EventPingedMinimap
    EventPingPoint
    EventPingUnit
    TriggerAddEventPing
    PingSetObserver
    PingSetUseUnitVisibility
    PingSetUseUnitTeamColor
    PingIsVisible
    PingSetVisible
    PingGetTooltip
    PingSetTooltip
    PingGetUnit
    PingSetUnit
    PingGetDuration
    PingSetDuration
    PingGetColor
    PingSetColor
    PingGetRotation
    PingSetRotation
    PingGetScale
    PingSetScale
    PingGetPosition
    PingSetPosition
    PingSetModel
    PingGetPlayerGroup
    PingSetPlayerGroup
    PingSetPlayerPingsShown
    PingDestroyAll
    PingDestroy
    PingLastCreated
    PingCreateFromData
    PingCreateWithPlayerId
    PingCreate
    PathGetMinimumStepCount
    PathSetMinimumStepCount
    PathGetMinimumTravelDistance
    PathSetMinimumTravelDistance
    PathGetMinimumLinearDistance
    PathSetMinimumLinearDistance
    PathAddWayPoint
    PathClearWayPoints
    PathSetAbilClassFilter
    PathGetUnitType
    PathGetUnit
    PathGetVisible
    PathSetVisible
    PathGetColor
    PathSetColor
    PathGetLineWidth
    PathSetLineWidth
    PathGetLineTileLength
    PathSetLineTileLength
    PathGetLineTexture
    PathSetLineTexture
    PathGetSourceUnit
    PathSetSourceUnit
    PathGetSourcePoint
    PathSetSourcePoint
    PathGetDestinationUnit
    PathSetDestinationUnit
    PathGetDestinationPoint
    PathSetDestinationPoint
    PathDestroyAll
    PathDestroy
    PathLastCreated
    PathCreateForUnitType
    PathCreateForUnit
    OrderGetFlag
    OrderGetTargetItem
    OrderGetTargetUnit
    OrderGetTargetPosition
    OrderGetTargetType
    OrderGetPlayer
    OrderGetAbilityCommand
    OrderSetAutoCast
    OrderTargetingItem
    OrderTargetingUnitGroup
    OrderTargetingUnit
    AbilityCommandGetAction
    AbilityCommandGetCommand
    AbilityCommandGetAbility
    ObjectiveSetBefore
    ObjectiveSetAfter
    ObjectiveSetLast
    ObjectiveSetFirst
    ObjectiveGetPriority
    ObjectiveSetPriority
    ObjectiveGetPrimary
    ObjectiveSetPrimary
    ObjectiveGetPlayerGroup
    ObjectiveSetPlayerGroup
    ObjectiveGetState
    ObjectiveSetState
    ObjectiveGetDescription
    ObjectiveSetDescription
    ObjectiveGetName
    ObjectiveSetName
    ObjectiveVisible
    ObjectiveShow
    ObjectiveDestroyAll
    ObjectiveDestroy
    ObjectiveLastCreated
    ObjectiveCreateForPlayers
    ObjectiveCreate
    TriggerAddEventMovieFunction
    TriggerAddEventMovieFinished
    TriggerAddEventMovieStarted
    MovieAddTriggerFunction
    MovieAddSubTitleText
    MovieAddSubTitle
    MovieStopRecording
    MovieStartRecording
    MoviePlayAfterGame
    WaitForProfilerLoggingToEnd
    StopProfileRun
    EngineReset
    UnitStatsStop
    UnitStatsStart
    PerfTestGetFPS
    PerfTestStop
    PerfTestStart
    TriggerAddEventMercenaryPanelSelectionChanged
    TriggerAddEventMercenaryPanelPurchase
    TriggerAddEventMercenaryPanelExit
    MercenaryPanelSetDismissButtonEnabled
    MercenaryPanelSetCloseButtonEnabled
    MercenaryGetSelected
    MercenarySetSelected
    MercenaryIsRecentlyPurchased
    MercenaryPurchase
    MercenarySetRecentlyPurchased
    MercenarySetImageFilePath
    MercenarySetScenePath
    MercenarySetModelLink
    MercenarySetTooltipText
    MercenarySetSpecialText
    MercenarySetAvailabilityText
    MercenarySetUnitText
    MercenarySetCostText
    MercenarySetDescriptionText
    MercenarySetTitleText
    MercenarySetCost
    MercenarySetState
    MercenarySetPlayerGroup
    MercenaryDestroy
    MercenaryLastCreated
    MercenaryCreate
    MeleeInitOptions
    MeleeGetOption
    MeleeSetOption
    MeleeInitAI
    MeleeInitUnits
    MeleeInitUnitsForPlayer
    MeleeInitResources
    MeleeInitResourcesForPlayer
    RandomFixed
    RandomInt
    ATan2
    ATan
    ACos
    ASin
    Tan
    Cos
    Sin
    AbsI
    MaxI
    MinI
    ModI
    AbsF
    MaxF
    MinF
    ModF
    PowI
    Log2I
    Pow2I
    SquareRootI
    RoundI
    TruncI
    CeilingI
    FloorI
    Pow
    Log2
    Pow2
    SquareRoot
    Round
    Trunc
    Ceiling
    Floor
    UnitGroupLoopEnd
    UnitGroupLoopCurrent
    UnitGroupLoopDone
    UnitGroupLoopStep
    UnitGroupLoopBegin
    PlayerGroupLoopEnd
    PlayerGroupLoopCurrent
    PlayerGroupLoopDone
    PlayerGroupLoopStep
    PlayerGroupLoopBegin
    IntLoopEnd
    IntLoopCurrent
    IntLoopDone
    IntLoopStep
    IntLoopBegin
    SetHeroLeaderPanelEnabled
    TipAlertPanelClear
    HelpPanelDestroyAllTutorials
    HelpPanelDestroyAllTips
    HelpPanelDestroyHelpItem
    HelpPanelShowTechTreeRace
    HelpPanelEnableTechGlossaryButton
    HelpPanelEnableTechTreeButton
    HelpPanelDisplayPage
    HelpPanelAddMessage
    HelpPanelAddTutorial
    HelpPanelAddHint
    HelpPanelAddTip
    HelpPanelSetHelpItemDarkenedWhenViewed
    HelpPanelLastCreatedHelpItem
    EventCheatUsed
    EventChatMessage
    TriggerAddEventChatMessage
    TriggerAddEventCheatUsed
    TriggerAddEventLoadGameDone
    TriggerAddEventSaveGameDone
    TriggerAddEventSaveGame
    TriggerAddEventMapInit
    GameSetQuitOnQuitButton
    GameSetPauseable
    GameDataIsFullyDownloaded
    GameCheatsEnabled
    GameCheatIsAllowed
    GameCheatAllow
    KickFromGame
    RestartGame
    GameOver
    GameWaitForResourcesToComplete
    GameTerrainSet
    GameSetTransitionMap
    GameIsTransitionMap
    SetNextMissionDifficulty
    GameSetNextMap
    GameAreHeroDuplicatesAllowed
    GameIsCooperative
    GameIsPractice
    GameIsCompetitive
    GameIsRanked
    GameIsMatchmade
    GameIsOnline
    GameTestConfigType
    GameIsExaminable
    GameIsTestMap
    GameGetCooldown
    GameAddCooldown
    GameGetChargeUsed
    GameAddChargeUsed
    GameGetChargeRegenFull
    GameAddChargeRegenFull
    GameGetChargeRegen
    GameAddChargeRegenRemaining
    GameAddChargeRegen
    GamePauseAllCooldowns
    GamePauseAllCharges
    GameGetAbsoluteTimeRemainingPaused
    GameSetAbsoluteTimeRemainingPaused
    GameGetAbsoluteTimeRemaining
    GameSetAbsoluteTimeRemaining
    GameIsSeedLocked
    GameSetSeedLocked
    GameSetSeed
    GameAttributePlayersForTeam
    GameAttributePlayerValue
    GameAttributeGameValue
    GameGetGlobalTimeScale
    GameSetGlobalTimeScale
    GameIsSpeedLocked
    GameSetSpeedLocked
    GameGetSpeedValueMinimum
    GameSetSpeedValueMinimum
    GameGetSpeedValue
    GameSetSpeedValue
    GameGetSpeed
    GameGetMissionTime
    GameIsMissionTimePaused
    GameSetMissionTimePaused
    GameMapPath
    GameMapIsBlizzard
    GameMapDescription
    GameMapName
    GameSaveCreate
    GameIsDebugOptionSet
    ConsoleCommand
    TerrainTexture
    EnvironmentShow
    FogSetStartHeightOverTime
    FogSetFallOffOverTime
    FogSetColorOverTime
    FogSetDensityOverTime
    FogSetStartHeight
    FogSetFallOff
    FogSetColor
    FogSetDensity
    FogSetDisableAtUltra
    FogSetEnabled
    WaterPause
    WaterSetState
    TerrainShowRegion
    GameDestroyEffects
    GameSetBackground
    SelectMainShadowLight
    GameSetToDLighting
    GameSetLighting
    InShrub
    WorldHeight
    CliffLevel
    CrossCliff
    PowerIsProvidedBy
    PowerLevel
    PathingType
    PathingReset
    PathingUpdate
    PathingModify
    CreepSetSpeed
    CreepModify
    CreepIsPresent
    CreepAdjacent
    GameTimeOfDayIsPaused
    GameTimeOfDayPause
    GameTimeOfDaySetLength
    GameTimeOfDayGetLength
    GameTimeOfDaySet
    GameTimeOfDayGet
    EffectHistoryGetWeapon
    EffectHistoryGetUnitByLocation
    EffectHistoryGetType
    EffectHistoryGetTime
    EffectHistoryGetEffect
    EffectHistoryGetAmountInt
    EffectHistoryGetAmountFixed
    EffectHistoryGetAbil
    EffectHistoryCount
    EventDialogControlMouseButton
    EventDialogControlEventType
    EventDialogControl
    TriggerAddEventDialogControl
    DialogControlSetObservedType
    DialogControlRequestFocus
    DialogControlForceTransition
    DialogControlAdvanceAnimation
    DialogControlSetAnimationTime
    DialogControlSetAnimationSpeed
    DialogControlSendAnimationEvent
    DialogControlInvokeAsString
    DialogControlInvokeAsText
    DialogControlGetSelectedItem
    DialogControlGetItemCount
    DialogControlClearSelectedItem
    DialogControlSelectItem
    DialogControlRemoveAllItems
    DialogControlRemoveItem
    DialogControlAddItem
    DialogControlGetPropertyAsUnitGroup
    DialogControlGetPropertyAsUnit
    DialogControlGetPropertyAsControl
    DialogControlGetPropertyAsColor
    DialogControlGetPropertyAsBool
    DialogControlGetPropertyAsFixed
    DialogControlGetPropertyAsInt
    DialogControlGetPropertyAsString
    DialogControlGetPropertyAsText
    DialogControlSetPropertyAsUnitGroup
    DialogControlSetPropertyAsUnit
    DialogControlSetPropertyAsControl
    DialogControlSetPropertyAsColor
    DialogControlSetPropertyAsBool
    DialogControlSetPropertyAsFixed
    DialogControlSetPropertyAsInt
    DialogControlSetPropertyAsString
    DialogControlSetPropertyAsText
    DialogControlIsFullDialog
    DialogControlIsEnabled
    DialogControlIsVisible
    DialogControlGetOffsetY
    DialogControlGetOffsetX
    DialogControlGetRelativeAnchor
    DialogControlGetRelativeControl
    DialogControlGetAnchor
    DialogControlGetHeight
    DialogControlGetWidth
    DialogControlGetType
    DialogControlGetDialog
    DialogControlFadeTransparency
    DialogControlSetFullDialog
    DialogControlSetEnabled
    DialogControlSetVisible
    DialogControlSetPositionRelative
    DialogControlSetPosition
    DialogControlSetSize
    DialogControlDestroyAll
    DialogControlDestroy
    DialogControlLastCreated
    DialogControlHookupUnitStatus
    DialogControlHookupStandard
    DialogControlHookup
    DialogControlCreateInPanelFromTemplate
    DialogControlCreateFromTemplate
    DialogControlCreateInPanel
    DialogControlCreate
    DialogGetRenderPriority
    DialogGetChannel
    DialogIsEnabled
    DialogIsFullscreen
    DialogIsOffscreen
    DialogIsImageVisible
    DialogGetImage
    DialogGetTransparency
    DialogIsVisible
    DialogGetOffsetY
    DialogGetOffsetX
    DialogGetRelativeAnchor
    DialogGetRelativeDialog
    DialogGetAnchor
    DialogGetHeight
    DialogGetWidth
    DialogGetTitle
    DialogIsModal
    DialogSetObservedType
    DialogSetRenderPriority
    DialogSetChannel
    DialogSetEnabled
    DialogSetFullscreen
    DialogSetOffscreen
    DialogSetImageVisible
    DialogSetImage
    DialogSetTransparency
    DialogSetVisible
    DialogSetPositionRelativeToUnitWithAnchor
    DialogSetPositionRelativeToUnit
    DialogSetPositionRelative
    DialogSetPosition
    DialogSetSize
    DialogSetTitle
    DialogClearSubtitlePositionOverrideControl
    DialogSetSubtitlePositionOverrideControl
    DialogClearSubtitlePositionOverride
    DialogSetSubtitlePositionOverride
    DialogDestroyAll
    DialogDestroy
    DialogLastCreated
    DialogCreate
    DataTableGetWaveTarget
    DataTableSetWaveTarget
    DataTableGetWaveInfo
    DataTableSetWaveInfo
    DataTableGetWave
    DataTableSetWave
    DataTableGetUnitRef
    DataTableSetUnitRef
    DataTableGetUnitGroup
    DataTableSetUnitGroup
    DataTableGetUnitFilter
    DataTableSetUnitFilter
    DataTableGetUnit
    DataTableSetUnit
    DataTableGetTrigger
    DataTableSetTrigger
    DataTableGetTransmissionSource
    DataTableSetTransmissionSource
    DataTableGetTransmission
    DataTableSetTransmission
    DataTableGetTimer
    DataTableSetTimer
    DataTableGetText
    DataTableSetText
    DataTableGetString
    DataTableSetString
    DataTableGetSoundLink
    DataTableSetSoundLink
    DataTableGetSound
    DataTableSetSound
    DataTableGetRevealer
    DataTableSetRevealer
    DataTableGetReply
    DataTableSetReply
    DataTableGetRegion
    DataTableSetRegion
    DataTableGetPortrait
    DataTableSetPortrait
    DataTableGetPoint
    DataTableSetPoint
    DataTableGetPlayerGroup
    DataTableSetPlayerGroup
    DataTableGetPlanet
    DataTableSetPlanet
    DataTableGetPing
    DataTableSetPing
    DataTableGetOrder
    DataTableSetOrder
    DataTableGetObjective
    DataTableSetObjective
    DataTableGetMarker
    DataTableSetMarker
    DataTableGetInt
    DataTableSetInt
    DataTableGetGenericHandle
    DataTableSetGenericHandle
    DataTableGetFixed
    DataTableSetFixed
    DataTableGetDoodad
    DataTableSetDoodad
    DataTableGetDialog
    DataTableSetDialog
    DataTableGetConversation
    DataTableSetConversation
    DataTableGetControl
    DataTableSetControl
    DataTableGetColor
    DataTableSetColor
    DataTableGetCinematic
    DataTableSetCinematic
    DataTableGetCameraInfo
    DataTableSetCameraInfo
    DataTableGetByte
    DataTableSetByte
    DataTableGetBool
    DataTableSetBool
    DataTableGetBank
    DataTableSetBank
    DataTableGetAIFilter
    DataTableSetAIFilter
    DataTableGetActorScope
    DataTableSetActorScope
    DataTableGetActor
    DataTableSetActor
    DataTableGetAbilCmd
    DataTableSetAbilCmd
    DataTableValueRemove
    DataTableValueType
    DataTableValueExists
    DataTableValueName
    DataTableValueCount
    DataTableClear
    EventCutsceneBookmark
    EventCutsceneId
    TriggerAddEventCutsceneConversationLine
    TriggerAddEventCutsceneEndSceneFired
    TriggerAddEventCutsceneBookmarkFired
    WaitForCutsceneToEnd
    CutsceneGetTriggerControl
    CutsceneShow
    CutsceneFade
    CutsceneClearGlobalFilters
    CutsceneRemoveGlobalFilter
    CutsceneAddGlobalFilter
    CutsceneSetFilter
    CutsceneSetGlobalFilter
    CutscenePlayCutsceneRangeOverTime
    CutsceneGoToNextBookmark
    CutscenePause
    CutsceneLastCreated
    CutsceneCreate
    CutsceneCreateNew
    CutsceneCreateNoPosition
    EventConversationState
    TriggerAddEventConversationStateChanged
    ConversationDataWasSkipped
    ConversationDataActiveCamera
    ConversationDataActiveSound
    ConversationDataActiveLine
    ConversationDataStop
    ConversationDataRun
    ConversationDataCanRun
    ConversationDataGetSpeaker
    ConversationDataGetSound
    ConversationDataSimulateRun
    ConversationDataPreloadLinesQueue
    ConversationDataPreloadLines
    ConversationDataResetNodeState
    ConversationDataLoadNodeState
    ConversationDataSaveNodeState
    ConversationDataResetStateValues
    ConversationDataLoadStateValue
    ConversationDataSaveStateValue
    ConversationDataLoadStateValues
    ConversationDataSaveStateValues
    ConversationDataLineHideForObservers
    ConversationDataLineResetPlayers
    ConversationDataLineSetPlayers
    ConversationDataLineGetPickedCount
    ConversationDataLineSetPickedCount
    ConversationDataLineId
    ConversationDataLineCount
    ConversationDataChoiceGetPickedCount
    ConversationDataChoiceSetPickedCount
    ConversationDataChoiceGetPicked
    ConversationDataChoiceSetPicked
    ConversationDataChoiceGetState
    ConversationDataChoiceSetState
    ConversationDataChoiceId
    ConversationDataChoiceCount
    ConversationDataStateGetValue
    ConversationDataStateSetValue
    ConversationDataRegisterPortrait
    ConversationDataRegisterUnit
    ConversationDataRegisterCamera
    ConversationDataStateAbilCmd
    ConversationDataStateUpgrade
    ConversationDataStateModel
    ConversationDataStateMoviePath
    ConversationDataStateAttachPoint
    ConversationDataStateImageEdge
    ConversationDataStateImagePath
    ConversationDataStateFixedValue
    ConversationDataStateText
    ConversationDataStateName
    ConversationDataStateIndex
    ConversationDataStateIndexCount
    ConversationReplyGetIndex
    EventConversationReply
    EventConversation
    TriggerAddEventConversationReplySelected
    ConversationReplyGetState
    ConversationReplySetState
    ConversationReplyGetText
    ConversationReplySetText
    ConversationReplyDestroyAll
    ConversationReplyDestroy
    ConversationReplyLastCreated
    ConversationReplyCreate
    ConversationVisible
    ConversationShow
    ConversationDestroyAll
    ConversationDestroy
    ConversationLastCreated
    ConversationCreate
    FormatDuration
    ColorGetComponent
    ColorWithAlpha
    FixedToText
    FixedToString
    FixedToInt
    IntToText
    IntToString
    IntToFixed
    Color255FromFixed
    BoolToInt
    CinematicDataStop
    CinematicOverlay
    CinematicFade
    CharacterSheetPanelSetPortraitModelLink
    CharacterSheetPanelSetDescriptionText
    CharacterSheetPanelSetNameText
    CatalogLinkReplacement
    CatalogLinkReplace
    CatalogReferenceSet
    CatalogReferenceModify
    CatalogReferenceGetAsInt
    CatalogReferenceGet
    CatalogReferenceCount
    CatalogFieldValueSet
    CatalogFieldValueModify
    CatalogFieldValueGetFlagsAsInt
    CatalogFieldValueGetAsInt
    CatalogFieldValueGet
    CatalogFieldValueCount
    CatalogFieldTypeCategory
    CatalogFieldType
    CatalogFieldIsScope
    CatalogFieldIsArray
    CatalogFieldExists
    CatalogFieldGet
    CatalogFieldCount
    CatalogEntryScope
    CatalogEntryParent
    CatalogEntryClass
    CatalogEntryIsValid
    CatalogEntryIsDefault
    CatalogEntryGet
    CatalogEntryCount
    AbilityClass
    CampaignProgressEnableCampaignCompletedSaves
    CampaignProgressEnableCampaignSaves
    CampaignProgressDeleteCampaignSave
    CampaignProgressSetCampaignFinished
    CampaignProgressSetTutorialFinished
    CampaignProgressSetImageFilePath
    CampaignProgressSetText
    CampaignInitAI
    CameraInfoFromId
    CameraInfoDefault
    BoardPlayerRemove
    BoardPlayerAdd
    BoardSetPlayerColumn
    BoardSort
    BoardItemSetProgressColor
    BoardItemSetProgressValue
    BoardItemSetProgressRange
    BoardItemSetProgressShow
    BoardItemSetSortValue
    BoardItemSetFontSize
    BoardItemSetAlignment
    BoardItemSetIcon
    BoardItemSetBackgroundColor
    BoardItemSetTextColor
    BoardItemSetText
    BoardRowSetGroup
    BoardSetGroupCount
    BoardSetColumnWidth
    BoardSetRowCount
    BoardSetColumnCount
    BoardMinimizeSetColor
    BoardMinimizeSetState
    BoardMinimizeEnable
    BoardMinimizeShow
    BoardSetState
    BoardSetName
    BoardTitleSetClickable
    BoardTitleSetAlignment
    BoardTitleSetIcon
    BoardTitleSetColor
    BoardTitleSetText
    BoardTitleShow
    BoardResetPosition
    BoardSetPosition
    BoardSetAnchor
    BoardShowAll
    BoardDestroy
    BoardLastCreated
    BoardCreate
    EventBattleReportPanelSceneSelected
    EventBattleReportPanelDifficultySelected
    EventBattleReportPanelMissionSelected
    TriggerAddEventBattleReportPanelSelectionChanged
    TriggerAddEventBattleReportPanelPlayScene
    TriggerAddEventBattleReportPanelPlayMission
    TriggerAddEventBattleReportPanelExit
    BattleReportGetShownInMissionTotal
    BattleReportGetSceneImage
    BattleReportGetSceneText
    BattleReportGetDifficultyLevelBestTimeText
    BattleReportGetDifficultyLevelCompleted
    BattleReportGetMissionImage
    BattleReportGetBestTimeText
    BattleReportGetBonusText
    BattleReportGetBonusTitle
    BattleReportGetResearchText
    BattleReportGetResearchTitle
    BattleReportGetMissionText
    BattleReportGetButtonImage
    BattleReportGetButtonText
    BattleReportGetPriority
    BattleReportGetState
    BattleReportSetShownInMissionTotal
    BattleReportSetSceneImage
    BattleReportSetSceneText
    BattleReportAddAchievement
    BattleReportSetDifficultyLevelBestTimeText
    BattleReportSetDifficultyLevelCompleted
    BattleReportSetMissionImage
    BattleReportSetBestTimeText
    BattleReportSetBonusText
    BattleReportSetBonusTitle
    BattleReportSetResearchText
    BattleReportSetResearchTitle
    BattleReportSetMissionText
    BattleReportSetButtonImage
    BattleReportSetButtonText
    BattleReportSetPriority
    BattleReportSetState
    BattleReportDestroy
    BattleReportLastCreated
    BattleReportCreate
    BattleReportPanelGetSelectedBattleReport
    BattleReportPanelSetSelectedBattleReport
    BattleReportGetDialogControl
    BankValueSetFromUnit
    BankValueGetAsUnit
    BankLastRestoredUnit
    BankValueSetFromText
    BankValueGetAsText
    BankValueSetFromString
    BankValueGetAsString
    BankValueSetFromPoint
    BankValueGetAsPoint
    BankValueSetFromInt
    BankValueGetAsInt
    BankValueSetFromFlag
    BankValueGetAsFlag
    BankValueSetFromFixed
    BankValueGetAsFixed
    BankValueIsType
    BankKeyRemove
    BankKeyName
    BankKeySizeAsText
    BankKeyExists
    BankKeyCount
    BankSectionRemove
    BankSectionName
    BankSectionSizeAsText
    BankSectionExists
    BankSectionCreate
    BankSectionCount
    BankOptionSet
    BankOptionGet
    BankWait
    BankVerify
    BankSave
    BankRemove
    BankReload
    BankPlayer
    BankName
    BankLoad
    BankLastCreated
    BankSizeAsText
    BankExists
    BankDeleteCampaignBanks
    BankConditionEvaluate
    AutomationMapNameGet
    AutomationLuaGlobalGetAsString
    AutomationComputerNameGet
    AutomationBuildNumberGet
    AnimWait
    AnimLengthRemainingSync
    AnimLengthSync
    AnimLengthQueryWait
    AnimLengthQueryLastCreated
    AnimLengthQueryByProps
    AnimLengthQueryByName
    ModelAnimationUnload
    ModelAnimationLoadOverriding
    ModelAnimationLoad
    DoodadFromId
    TextureGetSlotComponent
    TextureGetSlotName
    MakeMsgTransition
    MakeMsgTextureVideoSetTime
    MakeMsgTextureVideoSetPaused
    MakeMsgTextureVideoSetFrame
    MakeMsgTextureVideoStop
    MakeMsgTextureVideoPlay
    MakeMsgTextureSelectBySlot
    MakeMsgTextureSelectByMatch
    MakeMsgSetPhysicsState
    MakeMsgRefTableDump
    MakeMsgRefSetFromRequest
    MakeMsgRefCreate
    MakeMsgAnimPlay
    MakeMsgAnimGroupRemove
    MakeMsgAnimGroupApply
    MakeMsgAnimBracketStop
    MakeMsgAnimBracketStart
    MakeMsgAnimBracketResume
    ActorRegionSend
    ActorRegionCreate
    ActorTextureGroupPop
    ActorTextureGroupPush
    ActorTextureGroupRemoveGlobal
    ActorTextureGroupApplyGlobal
    ActorLookAtTypeStop
    ActorLookAtTypeStart
    ActorLookAtStop
    ActorLookAtStart
    ActorSendToAsText
    ActorSendAsText
    ActorRefSet
    ActorRefGet
    ActorGetText
    ActorFromDialogControl
    ActorFromPortrait
    ActorFromDoodad
    ActorLastCreatedSend
    ActorLastCreated
    ActorCreate
    ActorScopeRefSet
    ActorScopeRefGet
    ActorScopeGetText
    ActorScopeFromDialogControl
    ActorScopeFromPortrait
    ActorScopeFromUnit
    ActorScopeFromActor
    ActorScopeLastCreatedSend
    ActorScopeLastCreated
    ActorScopeCreate
    AchievementsDisabled
    AchievementsDisable
    AchievementTermQuantitySet
    AchievementPercentText
    AchievementPanelSetVisible
    AchievementPanelSetCategory
    AchievementErase
    AchievementAward
    AILaneWaypointGetCalcDataClosestDist
    AILaneWaypointGetCalcDataClosestPoint
    AILaneWaypointGetCalcDataSecondWaypointIndex
    AILaneWaypointGetCalcDataClosestWaypointIndex
    AILaneWaypointCalcClosestDataForLane
    AILaneWaypointConvertWaydistOffsetToPoint
    AILaneWaypointConvertPointToWaydist
    AILaneWaypointGetWaypointPosWithOffset
    AILaneWaypointGetClosestLane
    AILaneWaypointAdd
    AILaneWaypointClearAll
    AIGetBullyType
    AIAddBully
    AIClearAllBullies
    AIResetBullyRebuildCountsInRegion
    AIToggleBulliesInRegion
    AINearestTownBullyRebuild
    AINearestTownLimitWaveGather
    AISetBullyAttackWavePercent
    AISetBullyRebuildDelay
    AISetSpecificRebuildCount
    AISetGeneralRebuildCount
    AISetMinimumBullyCount
    AIAttackWaveClearWaypoints
    AIAttackWaveAddWaypoint
    AIAttackWaveSetKeepAlive
    AIAttackWaveSetGatherEarlyNoReplace
    AIAttackWaveSetTargetRegion
    AIAttackWaveSetTargetGatherD
    AIAttackWaveSetTargetGatherO
    AIAttackWaveSetTargetEscortNL
    AIAttackWaveSetTargetEscort
    AIAttackWaveSetTargetPatrol
    AIAttackWaveSetTargetMerge
    AIAttackWaveSetTargetMeleeDefend
    AIAttackWaveSetTargetMeleeDrop
    AIAttackWaveSetTargetMeleeHarass
    AIAttackWaveSetTargetMelee
    AIAttackWaveSetTargetPlayer
    AIAttackWaveSetTargetPoint
    AIAttackWaveSetTargetUnitPoint
    AIAttackWaveSetTargetUnitGroup
    AIAttackWaveSetTargetUnit
    AIAttackWaveAddEscortType
    AIAttackWaveAddEscortUnit
    AIAttackWaveUseGroup
    AIAttackWaveUseUnit
    AIAttackWaveSetGatherPoint
    AIAttackWaveCancel
    AIAttackWaveSend
    AIAttackWaveAddUnits
    AIDefaultMeleeSplitArmyToDefend
    AILastAttackStartEval
    AILastAttackRatio
    AISetNextDropTimeCheck
    AIGetNextDropTimeCheck
    AILastDropGoal
    AILastDropLocation
    AIFindDropAttackTarget
    AIGetBestTarget
    WaveLastCreated
    AIWaveMergeMelee
    AIWaveMerge
    AIWaveSetDeleteWhenEmpty
    AIWaveGetUserData
    AIWaveSetUserData
    AIWaveType
    AIWaveSet
    AIWaveGet
    AIWaveTargetClearWaypoints
    AIWaveTargetAddWaypoint
    AILastWaveEvalStaticRatio
    AIEvalLargestEnemy
    AIEvalAllAllied
    AIEvalAllSelf
    AIEvalSetCustomIndex
    AIEvalRatio
    AIUnitAreaEvalRatio
    AIWaveEvalRatio
    AIWaveEval
    AISelfDefenseThreatEval
    AIDefenseThreat
    AIGetBestUserAllyHelpLocation
    AIShouldHelpUserAlly
    AIWaveGetTimeSinceRetreat
    AIWaveGetTimeSinceOrdered
    AIWaveGetTimeSinceCombat
    AIWaveGetTimeInCombat
    AIWaveIsInCombat
    AIWaveGetTarget
    AIWaveHarassRetreat
    AIWaveTargetGetUnitGroup
    AIWaveTargetGetUnit
    AIWaveTargetGatherMelee
    AIWaveTargetGuardHomeUnit
    AIWaveTargetGatherDPoint
    AIWaveTargetGatherOPoint
    AIWaveTargetRegion
    AIWaveTargetGatherD
    AIWaveTargetGatherO
    AIWaveTargetEscortNL
    AIWaveTargetEscort
    AIWaveTargetPatrol
    AIWaveTargetMerge
    AIWaveTargetMeleeDefend
    AIWaveTargetMeleeDrop
    AIWaveTargetMeleeHarass
    AIWaveTargetMeleeBeacon
    AIWaveTargetMelee
    AIWaveTargetPlayer
    AIWaveTargetPoint
    AIWaveTargetUnitPoint
    AIWaveTargetUnitGroup
    AIWaveTargetUnit
    AIWaveDelete
    AIWaveCurrentLeader
    AIWaveGoal
    AIWaveState
    AIWaveSetType
    AIWaveDetectorCount
    AIWaveUnitCount
    AIWaveRemoveUnit
    AIWaveAddUnitPriority
    AIWaveAddUnit
    AIWaveCreate
    AIWaveToText
    AIWaveToString
    AIWaveInfoScout
    AIWaveInfoSuicide
    AIWaveInfoAttack
    AIWaveInfoAdd
    AIWaveInfo
    AIWaveInfoCreate
    AISetDefenseRadii
    AITransportDisableAutoPickup
    AITransportSetReturn
    AITransportSetPanic
    AITransportIgnore
    AISetSpawnerTargettingDelay
    AICombatDiffFlagTieBreakRange
    AICombatDiffFlagTieBreakDetector
    AICombatDiffFlagTieBreakInjured
    AICombatDiffFlagTieBreakLowHP
    AICombatDiffFlagTieBreakBonusDamage
    AICombatDiffFlagTieBreakHealers
    AICombatDiffFlagCatSortBuildingsPrio
    AICombatDiffFlagCatWorkersNormalPrio
    AICombatDiffFlagCatTimedLowPrio
    AICombatDiffFlagCatSplashHighPrio
    AICombatDiffFlagCatSpecialHighPrio
    AIDefaultCombatPriority
    AISetMaxBestAttackersLimit
    AIUnitGroupHasMelee
    AIUnitGroupHasRanged
    AIAllyEnemyRatio
    AIUnitGroupStrength
    AINearbyPlaneTest
    AIGetPlayerGroup
    AIIsFollowingUnit
    AIUnitGroupGetValidOrder
    AISetTacticalAttackTargetUnit
    AISetTacticalAttackTargetPoint
    AIForceTacticalDelay
    AICloakEvaluate
    AIGetClosestUnit
    AIGetBuildingGroup
    AIFilterProduction
    AIFilterCasters
    AIFilterPathable
    AIFilterGathering
    AIGetFilterGroup
    AISetFilterValidPassenger
    AISetFilterMelee
    AISetFilterBehaviorCount
    AISetFilterCanAttackAlly
    AISetFilterCanAttackEnemy
    AISetFilterPlane
    AISetFilterEnergy
    AISetFilterShields
    AISetFilterLifePerMarker
    AISetFilterLifeMod
    AISetFilterLifeSortReference
    AISetFilterLifePercent
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    AISetFilterLife
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    AISetFilterBits
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    AISetGasPeonCountOverride
    AIHarvestBonus
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    AIUpdateMainTown
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    AISetGroupForceMover
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    AISetGroupScriptControlled
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    AIPositionAlongPath
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    AIPathingCostUnit
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    Posted in: General Chat
  • 0

    posted a message on Datamine HotS/Sc2:LotV question

    Okey let me gather all the data. I'll try not to be redundant with what people has said already but there's some new stuffs.

    Posted in: General Chat
  • 0

    posted a message on After 5 years, some hope about Server-Side-BankFile?

    It's possible but there is no info inside HotS or Sc2:LotV about them. There's a new feature coming in that will probably need them but nothing is certain. I'll talk about it soon once I'm guaranteed that I can disclose the datamine.

    Posted in: General Chat
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