Array ( [TriggerCreate] => Array ( [0] => native trigger TriggerCreate (string s); [1] => TriggerCreate("TriggerEpsilon") [2] => TriggerCreate("TriggerAlpha") [3] => TriggerCreate("TriggerBeta") [4] => TriggerCreate("TriggerGamma") [5] => TriggerCreate("TriggerDelta") [6] => TriggerCreate("TriggerMapInit") [7] => TriggerCreate("TriggerPsi") [8] => TriggerCreate("TriggerOmega") [9] => TriggerCreate("TriggerGarnet") [10] => TriggerCreate("TriggerRuby") [11] => TriggerCreate("TriggerTopaz") [12] => TriggerCreate("DebugMeleeTrigger") ) [TriggerDestroy] => Array ( [0] => native void TriggerDestroy (trigger t); ) [TriggerExecute] => Array ( [0] => native void TriggerExecute (trigger t, bool testConds, bool runActions); [1] => TriggerExecute(epsilon, false, true) [2] => TriggerExecute(alpha, false, false) [3] => TriggerExecute(beta, false, false) [4] => TriggerExecute(gamma, false, false) [5] => TriggerExecute(delta, false, true) [6] => TriggerExecute(psi, false, true) [7] => TriggerExecute(omega, false, true) [8] => TriggerExecute(garnet, false, false) [9] => TriggerExecute(ruby, false, false) [10] => TriggerExecute(topaz, false, true) ) [TriggerAddEventMapInit] => Array ( [0] => native void TriggerAddEventMapInit (trigger t); [1] => TriggerAddEventMapInit(mapInit) ) [TriggerEpsilon] => Array ( [0] => bool TriggerEpsilon (bool checkConds, bool doActions) { [1] => TriggerEpsilon (bool checkConds, bool doActions) ) [TriggerDelta] => Array ( [0] => bool TriggerDelta (bool checkConds, bool doActions) { [1] => TriggerDelta (bool checkConds, bool doActions) ) [TriggerGamma] => Array ( [0] => bool TriggerGamma (bool checkConds, bool doActions) { [1] => TriggerGamma (bool checkConds, bool doActions) ) [TriggerBeta] => Array ( [0] => bool TriggerBeta (bool checkConds, bool doActions) { [1] => TriggerBeta (bool checkConds, bool doActions) ) [TriggerAlpha] => Array ( [0] => bool TriggerAlpha (bool checkConds, bool doActions) { [1] => TriggerAlpha (bool checkConds, bool doActions) ) [TriggerMapInit] => Array ( [0] => bool TriggerMapInit (bool checkConds, bool doActions) { [1] => TriggerMapInit (bool checkConds, bool doActions) ) [TriggerPsi] => Array ( [0] => bool TriggerPsi (bool checkConds, bool doActions) { [1] => TriggerPsi (bool checkConds, bool doActions) ) [TriggerOmega] => Array ( [0] => bool TriggerOmega (bool checkConds, bool doActions) { [1] => TriggerOmega (bool checkConds, bool doActions) ) [TriggerGarnet] => Array ( [0] => bool TriggerGarnet (bool checkConds, bool doActions) { [1] => TriggerGarnet (bool checkConds, bool doActions) ) [TriggerRuby] => Array ( [0] => bool TriggerRuby (bool checkConds, bool doActions) { [1] => TriggerRuby (bool checkConds, bool doActions) ) [TriggerTopaz] => Array ( [0] => bool TriggerTopaz (bool checkConds, bool doActions) { [1] => TriggerTopaz (bool checkConds, bool doActions) ) [InitMap] => Array ( [0] => void InitMap () { [1] => InitMap () ) [Wait] => Array ( [0] => Wait(5) [1] => Wait(3) [2] => Wait(1) [3] => Wait(8) ) [DebugString] => Array ( [0] => native void DebugString (string value); ) [DebugUnit] => Array ( [0] => native void DebugUnit (unit value); ) [DebugInt] => Array ( [0] => native void DebugInt (int value); ) [DebugFixed] => Array ( [0] => native void DebugFixed (fixed value); ) [DebugPoint] => Array ( [0] => native void DebugPoint (point value); ) [AISetDifficulty] => Array ( [0] => native void AISetDifficulty (int player, int index, bool state); [1] => AISetDifficulty(player, c_diffNormalVision, false) [2] => AISetDifficulty(player, c_diffLimitAPM, false) [3] => AISetDifficulty(player, c_diffAdvanceWave, false) [4] => AISetDifficulty(player, c_diffFleeDamage, false) [5] => AISetDifficulty(player, c_diffWaveAvoidDanger, false) [6] => AISetDifficulty(player, c_diffAutoLoadBunkers, false) [7] => AISetDifficulty(player, c_diffEarlyGameRepair, false) [8] => AISetDifficulty(player, c_diffEarlyDefenseScout, false) ) [AIGetDifficulty] => Array ( [0] => native bool AIGetDifficulty (int player, int index); ) [AIStart] => Array ( [0] => native void AIStart (int player, bool isCampaign, int apm); ) [AIGivingUp] => Array ( [0] => native bool AIGivingUp (int player); ) [AIGoodGame] => Array ( [0] => native void AIGoodGame (int player); ) [AIIsCampaign] => Array ( [0] => native bool AIIsCampaign (int player); ) [AISetAPM] => Array ( [0] => native void AISetAPM (int player, int apm); ) [AIGrabUnit] => Array ( [0] => native unit AIGrabUnit (int player, string aliasUnitType, int prio, point location); [1] => AIGrabUnit(player, c_PU_Observer, c_prioScout, null) [2] => AIGrabUnit(player, c_PU_Probe, c_prioScout, null) [3] => AIGrabUnit(player, c_PU_Observer, c_prioScout, null) [4] => AIGrabUnit(player, c_PU_Zealot, c_prioScout, null) [5] => AIGrabUnit(player, c_PU_Probe, c_prioScout, null) [6] => AIGrabUnit(player, c_TU_Medivac, c_prioScout, null) [7] => AIGrabUnit(player, c_TU_SCV, c_prioScout, null) [8] => AIGrabUnit(player, c_TU_Medivac, c_prioScout, null) [9] => AIGrabUnit(player, c_TU_Marine, c_prioScout, null) [10] => AIGrabUnit(player, c_TU_SCV, c_prioScout, null) [11] => AIGrabUnit(player, c_ZU_Overseer, c_prioScout, null) [12] => AIGrabUnit(player, c_ZU_Overlord, c_prioScout, null) [13] => AIGrabUnit(player, c_ZU_Overseer, c_prioScout, null) [14] => AIGrabUnit(player, c_ZU_Zergling, c_prioScout, null) [15] => AIGrabUnit(player, c_ZU_Drone, c_prioScout, null) ) [AIState] => Array ( [0] => native int AIState (int player, int index); [1] => AIState(player, e_attackState) [2] => AIState(player, e_mainState) [3] => AIState(player, e_mainSubState) [4] => AIState(player, e_attackState) [5] => AIState(player, e_attackState) [6] => AIState(player, e_mainState) [7] => AIState(player, e_mainSubState) [8] => AIState(player, e_mainSubState) [9] => AIState(player, e_mainState) [10] => AIState(player, e_mainSubState) [11] => AIState(player, e_mainSubState) [12] => AIState(player, e_mainState) [13] => AIState(player, e_mainSubState) [14] => AIState(player, e_mainSubState) ) [AISetSpecificState] => Array ( [0] => native void AISetSpecificState (int player, int index, int state); [1] => AISetSpecificState(player, e_attackState, attackState) [2] => AISetSpecificState(player, e_mainState, mainState) [3] => AISetSpecificState(player, e_mainSubState, mainSubState) ) [AISetAllStates] => Array ( [0] => native void AISetAllStates (int player, int state); [1] => AISetAllStates(player, 1) ) [AISetFlag] => Array ( [0] => native void AISetFlag (int player, int index, bool state); [1] => AISetFlag(player, e_flagsTimeout, true) [2] => AISetFlag(player, e_flagsTimeout, true) [3] => AISetFlag(player, e_flagsRunScared, false) [4] => AISetFlag(player, e_flagsRunScared, false) [5] => AISetFlag(player, e_flagsLateScout, false) [6] => AISetFlag(player, e_flagsClearObs, false) [7] => AISetFlag(player, e_flagsScouting, true) [8] => AISetFlag(player, e_flagsClearObs, true) [9] => AISetFlag(player, e_flagsScouting, false) [10] => AISetFlag(player, e_flagsEarlyDefScout, false) [11] => AISetFlag(player, e_flagsScouting, true) [12] => AISetFlag(player, e_flagsClearObs, true) [13] => AISetFlag(player, e_flagsScouting, true) [14] => AISetFlag(player, e_flagsClearObs, true) [15] => AISetFlag(player, e_flagsScouting, false) [16] => AISetFlag(player, e_flagsEarlyDefScout, false) [17] => AISetFlag(player, e_flagsScouting, true) [18] => AISetFlag(player, e_flagsClearObs, true) [19] => AISetFlag(player, e_flagsScouting, true) [20] => AISetFlag(player, e_flagsClearObs, true) [21] => AISetFlag(player, e_flagsScouting, true) [22] => AISetFlag(player, e_flagsEarlyDefScout, false) [23] => AISetFlag(player, e_flagsScouting, true) [24] => AISetFlag(player, e_flagsClearObs, true) [25] => AISetFlag(player, e_flagsScouting, true) [26] => AISetFlag(player, e_flagsClearObs, true) ) [AIGetFlag] => Array ( [0] => native bool AIGetFlag (int player, int index); [1] => AIGetFlag(player, e_flagsScouting)) [2] => AIGetFlag(player, e_flagsTimeout)) [3] => AIGetFlag(player, e_flagsTimeout)) ) [AITechFlag] => Array ( [0] => native void AITechFlag (int player, int index, int count, string what, int state); ) [AIResetUserData] => Array ( [0] => native void AIResetUserData (int player); [1] => AIResetUserData(player) [2] => AIResetUserData(player) ) [AISetUserString] => Array ( [0] => native void AISetUserString (int player, int index, string data); ) [AIGetUserString] => Array ( [0] => native string AIGetUserString (int player, int index); [1] => AIGetUserString(player, index)) ) [AISetUserInt] => Array ( [0] => native void AISetUserInt (int player, int index, int data); ) [AIGetUserInt] => Array ( [0] => native int AIGetUserInt (int player, int index); ) [AIAddStringInt] => Array ( [0] => native void AIAddStringInt (int player, string data, int change); [1] => AIAddStringInt(player, c_PU_Stalker, 1) [2] => AIAddStringInt(player, c_PU_Stalker, 1) [3] => AIAddStringInt(player, c_PU_Stalker, 1) [4] => AIAddStringInt(player, c_PU_Disruptor, 1) [5] => AIAddStringInt(player, c_TU_Marine, 1) [6] => AIAddStringInt(player, c_TU_Marine, 1) [7] => AIAddStringInt(player, c_ZU_Infestor, 1) [8] => AIAddStringInt(player, c_ZU_Zergling, 1) [9] => AIAddStringInt(player, c_ZU_Hydralisk, roll) [10] => AIAddStringInt(player, c_ZU_Roach, 8 - roll) [11] => AIAddStringInt(player, c_ZU_Zergling, 1) [12] => AIAddStringInt(player, c_ZU_Hydralisk, roll) [13] => AIAddStringInt(player, c_ZU_Roach, 5 - roll) [14] => AIAddStringInt(player, c_ZU_Infestor, 1) [15] => AIAddStringInt(player, c_ZU_Hydralisk, 2) [16] => AIAddStringInt(player, c_ZU_Infestor, 2) [17] => AIAddStringInt(player, c_ZU_Hydralisk, 1) ) [AIGetTime] => Array ( [0] => native fixed AIGetTime (); [1] => AIGetTime()) [2] => AIGetTime() + c_dropCheckRollFreq) [3] => AIGetTime() + c_dropCheckAttackFreq) [4] => AIGetTime() ) [AIGetTotalStartLocs] => Array ( [0] => native int AIGetTotalStartLocs (); ) [AIGetGroundStartLocs] => Array ( [0] => native int AIGetGroundStartLocs (point loc); ) [AIGetAirStartLocs] => Array ( [0] => native int AIGetAirStartLocs (point loc); ) [AIGetTotalTownLocs] => Array ( [0] => native int AIGetTotalTownLocs (); ) [AIGetGroundTownLocs] => Array ( [0] => native int AIGetGroundTownLocs (point loc); ) [AIGetAirTownLocs] => Array ( [0] => native int AIGetAirTownLocs (point loc); ) [AIRandomVal] => Array ( [0] => native int AIRandomVal (int player, int which); ) [AINewChooseSubState] => Array ( [0] => native void AINewChooseSubState (int player, int which, int min, int max, int defaultSubState); ) [AISetSubStateChance] => Array ( [0] => native void AISetSubStateChance (int subState, int chance); ) [AIChooseSubState] => Array ( [0] => native int AIChooseSubState (); ) [AIWantsMultipleTransport] => Array ( [0] => native bool AIWantsMultipleTransport (int player); ) [AISetWantsMultipleTransport] => Array ( [0] => native void AISetWantsMultipleTransport (int player, bool enable); [1] => AISetWantsMultipleTransport(player, true) ) [AIGetNumMobileTransports] => Array ( [0] => native int AIGetNumMobileTransports (int player); [1] => AIGetNumMobileTransports(player) ) [AIGetBestCreepSpot] => Array ( [0] => native point AIGetBestCreepSpot (int player, unit creator, fixed createRadius); [1] => AIGetBestCreepSpot(player, aiUnit, 8) ) [AIAddDetectionDanger] => Array ( [0] => native void AIAddDetectionDanger (int player, string unitType); [1] => AIAddDetectionDanger(player, c_TU_Ghost) [2] => AIAddDetectionDanger(player, c_TU_Banshee) [3] => AIAddDetectionDanger(player, c_ZU_Lurker) [4] => AIAddDetectionDanger(player, c_PU_DarkTemplar) [5] => AIAddDetectionDanger(player, c_PU_Mothership) [6] => AIAddDetectionDanger(player, c_TB_GhostAcademy) [7] => AIAddDetectionDanger(player, c_TB_FusionCore) [8] => AIAddDetectionDanger(player, c_ZB_LurkerDen) [9] => AIAddDetectionDanger(player, c_PB_DarkShrine) ) [AIDefaultSuspectDetectionDanger] => Array ( [0] => native bool AIDefaultSuspectDetectionDanger (int player); [1] => AIDefaultSuspectDetectionDanger(player) ) [AIAnyWorkersFleeingNearby] => Array ( [0] => native bool AIAnyWorkersFleeingNearby (int player, point loc, fixed radius); ) [AIGetNumEnemies] => Array ( [0] => native int AIGetNumEnemies (int player); ) [AIGetNumAllies] => Array ( [0] => native int AIGetNumAllies (int player); ) [AIPlacementNearbyFindTest] => Array ( [0] => native point AIPlacementNearbyFindTest (int player, point loc, fixed range, string unitType); ) [AIAddToExtraScoutGroup] => Array ( [0] => native void AIAddToExtraScoutGroup (int player, unit u); [1] => AIAddToExtraScoutGroup(player, u) [2] => AIAddToExtraScoutGroup(player, u) [3] => AIAddToExtraScoutGroup(player, u) [4] => AIAddToExtraScoutGroup(player, u) ) [AIOfferNewScout] => Array ( [0] => native bool AIOfferNewScout (int player, unit u); ) [AIAnyAllyAttacking] => Array ( [0] => native bool AIAnyAllyAttacking (int player); ) [AIBestAllyAttackPoint] => Array ( [0] => native point AIBestAllyAttackPoint (int player, wave w); ) [AIAnyAllyNeedsDefending] => Array ( [0] => native bool AIAnyAllyNeedsDefending (int player); ) [AIBestAllyDefendPoint] => Array ( [0] => native point AIBestAllyDefendPoint (int player, wave w); ) [AIGlobalSuicide] => Array ( [0] => native void AIGlobalSuicide (int player); ) [AIUnitGetWave] => Array ( [0] => native wave AIUnitGetWave (unit u); ) [AIWaveGetUnits] => Array ( [0] => native unitgroup AIWaveGetUnits (wave w); ) [AIGetAllEscorts] => Array ( [0] => native unitgroup AIGetAllEscorts (unit u); ) [AIGetAllEscortsGroup] => Array ( [0] => native unitgroup AIGetAllEscortsGroup (unitgroup ug); ) [AIRemoveUnitFromAnyWaves] => Array ( [0] => native void AIRemoveUnitFromAnyWaves (unit u); ) [AIRemoveGroupFromAnyWaves] => Array ( [0] => native void AIRemoveGroupFromAnyWaves (unitgroup ug); ) [AIGetUnitsInWavesWithTarget] => Array ( [0] => native unitgroup AIGetUnitsInWavesWithTarget (int player, wavetarget target); ) [AIIsScriptControlled] => Array ( [0] => native bool AIIsScriptControlled (unit u); ) [AISetUnitScriptControlled] => Array ( [0] => native void AISetUnitScriptControlled (unit u, bool enable); ) [AISetGroupScriptControlled] => Array ( [0] => native void AISetGroupScriptControlled (unitgroup ug, bool enable); ) [AIIsSuicideUnit] => Array ( [0] => native bool AIIsSuicideUnit (unit u); ) [AISetUnitSuicide] => Array ( [0] => native void AISetUnitSuicide (unit u, bool enable); ) [AISetGroupSuicide] => Array ( [0] => native void AISetGroupSuicide (unitgroup ug, bool enable); ) [AIIsNotUsableInWaves] => Array ( [0] => native bool AIIsNotUsableInWaves (unit u); ) [AISetUnitNotUsableInWaves] => Array ( [0] => native void AISetUnitNotUsableInWaves (unit u, bool enable); ) [AISetGroupNotUsableInWaves] => Array ( [0] => native void AISetGroupNotUsableInWaves (unitgroup ug, bool enable); ) [AISetWantsToUpgrade] => Array ( [0] => native void AISetWantsToUpgrade (unit u); [1] => AISetWantsToUpgrade(aiUnit) ) [AIInitCampaignTowns] => Array ( [0] => native void AIInitCampaignTowns (int player); ) [AIInitCampaignHarvest] => Array ( [0] => native void AIInitCampaignHarvest (int player); ) [AIDeclareTown] => Array ( [0] => native void AIDeclareTown (int player, int town, point center); ) [AIGetMainTown] => Array ( [0] => native int AIGetMainTown (int player); ) [AISetMainTown] => Array ( [0] => native void AISetMainTown (int player, int maintown); [1] => AISetMainTown(player, c_townOne) ) [AIUpdateMainTown] => Array ( [0] => native void AIUpdateMainTown (int player); [1] => AIUpdateMainTown(player) [2] => AIUpdateMainTown(player) ) [AIGetTownState] => Array ( [0] => native int AIGetTownState (int player, int town); ) [AIGetTownEstablishedTime] => Array ( [0] => native fixed AIGetTownEstablishedTime (int player, int town); ) [AIGetTownLocation] => Array ( [0] => native point AIGetTownLocation (int player, int town); ) [AIGetClosestTown] => Array ( [0] => native int AIGetClosestTown (int player, point location); ) [AIGetNextUnusedTownSlot] => Array ( [0] => native int AIGetNextUnusedTownSlot (int player); ) [AIGetBuildingCountInTown] => Array ( [0] => native int AIGetBuildingCountInTown (int player, int town, string aliasUnitType, int countMask); ) [AIIsTownHarvestRunning] => Array ( [0] => native bool AIIsTownHarvestRunning (int player, int town); ) [AIHarvest] => Array ( [0] => native void AIHarvest (int player, int town); [1] => AIHarvest(player, c_townOne) ) [AIHarvestRate] => Array ( [0] => native void AIHarvestRate (int player, int rate); ) [AIHarvestBonus] => Array ( [0] => native void AIHarvestBonus (int player, fixed bonus); [1] => AIHarvestBonus(player, 2.0) ) [AISetGasPeonCountOverride] => Array ( [0] => native void AISetGasPeonCountOverride (int player, int town, int desiredGasCount); [1] => AISetGasPeonCountOverride(player, c_townMain, c_defaultGasPeonCount) [2] => AISetGasPeonCountOverride(player, c_townMain, 3) [3] => AISetGasPeonCountOverride(player, c_townMain, count) [4] => AISetGasPeonCountOverride(player, c_townMain, 2) [5] => AISetGasPeonCountOverride(player, c_townMain, 0) [6] => AISetGasPeonCountOverride(player, c_townMain, c_defaultGasPeonCount) [7] => AISetGasPeonCountOverride(player, c_townMain, count) ) [AIGetCurPeonCount] => Array ( [0] => native int AIGetCurPeonCount (int player, int town); [1] => AIGetCurPeonCount(player, c_townMax) ) [AIGetMinPeonCount] => Array ( [0] => native int AIGetMinPeonCount (int player, int town); ) [AIGetMaxPeonCount] => Array ( [0] => native int AIGetMaxPeonCount (int player, int town); [1] => AIGetMaxPeonCount(player, c_townMax) ) [AIGetMineralAmountLeft] => Array ( [0] => native int AIGetMineralAmountLeft (int player, int town); [1] => AIGetMineralAmountLeft(player, c_townMax) ) [AIGetGasAmountLeft] => Array ( [0] => native int AIGetGasAmountLeft (int player, int town); ) [AIGetMineralNumSpots] => Array ( [0] => native int AIGetMineralNumSpots (int player, int town); ) [AIGetRawGasNumSpots] => Array ( [0] => native int AIGetRawGasNumSpots (int player, int town); ) [AIGetGatherLocation] => Array ( [0] => native point AIGetGatherLocation (int player, int town);//xxx remove old functions [1] => AIGetGatherLocation(player, c_townMain)) [2] => AIGetGatherLocation(player, c_townMain))) ) [AIGetGatherDefLocation] => Array ( [0] => native point AIGetGatherDefLocation (int player, int town); ) [AIExpand] => Array ( [0] => native int AIExpand (int player, point searchStart, string firstBuilding); ) [AIGetTownThreats] => Array ( [0] => native unitgroup AIGetTownThreats (int player, int town); ) [AIGetObstruction] => Array ( [0] => native unit AIGetObstruction (int player); [1] => AIGetObstruction(player) [2] => AIGetObstruction(player) ) [AIHasNearbyOpenExpansion] => Array ( [0] => native bool AIHasNearbyOpenExpansion (int player); ) [AIScout] => Array ( [0] => native void AIScout (int player); [1] => AIScout(player) ) [AISetNumScouts] => Array ( [0] => native void AISetNumScouts (int player, int num); [1] => AISetNumScouts(player, 1) [2] => AISetNumScouts(player, 1) [3] => AISetNumScouts(player, 1) [4] => AISetNumScouts(player, 1) ) [AISetScoutTimes] => Array ( [0] => native void AISetScoutTimes (int player, int starts, int obstructed, int resources, int other); ) [AIGetNextScoutLoc] => Array ( [0] => native point AIGetNextScoutLoc (int player); [1] => AIGetNextScoutLoc(player) ) [AIClearCampaignScout] => Array ( [0] => native void AIClearCampaignScout (int player); ) [AIBuild] => Array ( [0] => native void AIBuild (int player, int priority, int town, string aliasUnitType, int count, int flags); ) [AITrain] => Array ( [0] => native void AITrain (int player, int priority, int town, string aliasUnitType, int count); ) [AIResearch] => Array ( [0] => native void AIResearch (int player, int priority, int town, string aliasUpgradeType); ) [AIMakeAlways] => Array ( [0] => native void AIMakeAlways (int player, int priority, int town, string aliasType, int count); ) [AIMakeOnce] => Array ( [0] => native void AIMakeOnce (int player, int priority, int town, string aliasType, int count); ) [AIClearBuildQueue] => Array ( [0] => native void AIClearBuildQueue (int player); ) [AIClearTrainQueue] => Array ( [0] => native void AIClearTrainQueue (int player); ) [AIClearResearchQueue] => Array ( [0] => native void AIClearResearchQueue (int player); ) [AIHasRes] => Array ( [0] => native bool AIHasRes (int player, int minerals, int gas); [1] => AIHasRes(player, 0, 200) ) [AITechCount] => Array ( [0] => native int AITechCount (int player, string aliasType, int countMask); [1] => AITechCount(player, aliasType, c_techCountQueuedOrBetter) [2] => AITechCount(player, makeType, c_techCountQueuedOrBetter), makeType) [3] => AITechCount(player, from, c_techCountCompleteOnly) [4] => AITechCount(player, type, c_techCountCompleteOnly) < 8) [5] => AITechCount(player, what, c_techCountCompleteOnly) [6] => AITechCount(player, source, c_techCountCompleteOnly) [7] => AITechCount(player, what, c_techCountCompleteOnly) >= count) [8] => AITechCount(player, peonType, c_techCountCompleteOnly) < 8) ) [AITechCountFixupSingle] => Array ( [0] => native void AITechCountFixupSingle (int player, string baseUnit, string upgradeOne); [1] => AITechCountFixupSingle(player, c_ZB_HydraliskDen, c_ZB_LurkerDen) [2] => AITechCountFixupSingle(player, c_ZB_Spire, c_ZB_GreaterSpire) ) [AITechCountFixupEither] => Array ( [0] => native void AITechCountFixupEither (int player, string baseUnit, string upgradeOne, string upgradeTwo); [1] => AITechCountFixupEither(player, c_TB_CommandCenter, c_TB_OrbitalCommand, c_TB_PlanetaryFortress) ) [AITechCountFixupInOrder] => Array ( [0] => native void AITechCountFixupInOrder (int player, string baseUnit, string upgradeOne, string upgradeTwo); [1] => AITechCountFixupInOrder(player, c_ZB_Hatchery, c_ZB_Lair, c_ZB_Hive) ) [AIKnownUnitCount] => Array ( [0] => native int AIKnownUnitCount (int player, int testPlayerId, string aliasUnitType); ) [AIResetCounterUnits] => Array ( [0] => native void AIResetCounterUnits (int player); ) [AICounterUnit] => Array ( [0] => native void AICounterUnit (int player, string seeWhat, fixed factor, string makeWhat); [1] => AICounterUnit(player, c_PB_PhotonCannon, 0.40, c_PU_Immortal ) [2] => AICounterUnit(player, c_PU_Zealot, 1.00, c_PU_Zealot ) [3] => AICounterUnit(player, c_PU_Stalker, 1.00, c_PU_Zealot ) [4] => AICounterUnit(player, c_PU_Immortal, 2.00, c_PU_Zealot ) [5] => AICounterUnit(player, c_PU_Disruptor, 0.75, c_PU_Zealot ) [6] => AICounterUnit(player, c_PU_HighTemplar, 1.00, c_PU_Stalker ) [7] => AICounterUnit(player, c_PU_DarkTemplar, 2.00, c_PU_Zealot ) [8] => AICounterUnit(player, c_PU_Archon, 1.00, c_PU_Immortal ) [9] => AICounterUnit(player, c_PU_Colossus, 1.00, c_PU_Immortal ) [10] => AICounterUnit(player, c_PU_VoidRay, 1.50, c_PU_Phoenix ) [11] => AICounterUnit(player, c_PU_Phoenix, 0.40, c_PU_Carrier ) [12] => AICounterUnit(player, c_PU_Carrier, 1.67, c_PU_VoidRay ) [13] => AICounterUnit(player, c_TB_Bunker, 0.40, c_PU_Immortal ) [14] => AICounterUnit(player, c_TU_Marine, 0.50, c_PU_Zealot ) [15] => AICounterUnit(player, c_TU_Reaper, 1.00, c_PU_Zealot ) [16] => AICounterUnit(player, c_TU_Marauder, 1.00, c_PU_Zealot ) [17] => AICounterUnit(player, c_TU_Ghost, 1.00, c_PU_Stalker ) [18] => AICounterUnit(player, c_TU_Hellion, 0.25, c_PU_Immortal ) [19] => AICounterUnit(player, c_TU_SiegeTank_Alias, 2.00, c_PU_Zealot ) [20] => AICounterUnit(player, c_TU_Thor, 3.00, c_PU_Zealot ) [21] => AICounterUnit(player, c_TU_Viking_Alias, 1.00, c_PU_Zealot ) [22] => AICounterUnit(player, c_TU_Viking_Alias, 0.50, c_PU_Phoenix ) [23] => AICounterUnit(player, c_TU_Banshee, 0.50, c_PU_Phoenix ) [24] => AICounterUnit(player, c_TU_BattlecruiserClass, 2.00, c_PU_VoidRay ) [25] => AICounterUnit(player, c_ZB_SpineCrawler, 0.33, c_PU_Immortal ) [26] => AICounterUnit(player, c_ZU_Zergling, 0.25, c_PU_Zealot ) [27] => AICounterUnit(player, c_ZU_Roach, 0.80, c_PU_Stalker ) [28] => AICounterUnit(player, c_ZU_Hydralisk, 0.50, c_PU_Stalker ) [29] => AICounterUnit(player, c_ZU_Lurker, 1.00, c_PU_Immortal ) [30] => AICounterUnit(player, c_ZU_Infestor, 0.50, c_PU_Stalker ) [31] => AICounterUnit(player, c_ZU_Ultralisk, 1.00, c_PU_Stalker ) [32] => AICounterUnit(player, c_ZU_Mutalisk, 0.80, c_PU_Stalker ) [33] => AICounterUnit(player, c_ZU_Corruptor, 0.50, c_PU_Stalker ) [34] => AICounterUnit(player, c_ZU_BroodLord, 0.50, c_PU_Phoenix ) [35] => AICounterUnit(player, c_PB_PhotonCannon, 0.50, c_TU_SiegeTank) [36] => AICounterUnit(player, c_PU_Zealot, 1.00, c_TU_Hellion) [37] => AICounterUnit(player, c_PU_Stalker, 1.00, c_TU_Marauder) [38] => AICounterUnit(player, c_PU_Immortal, 2.00, c_TU_Marauder) [39] => AICounterUnit(player, c_PU_Disruptor, 1.00, c_TU_Ghost) [40] => AICounterUnit(player, c_PU_HighTemplar, 1.00, c_TU_Ghost) [41] => AICounterUnit(player, c_PU_DarkTemplar, 1.00, c_TU_Hellion) [42] => AICounterUnit(player, c_PU_Archon, 0.33, c_TU_Hellion) [43] => AICounterUnit(player, c_PU_Colossus, 1.00, c_TU_Thor) [44] => AICounterUnit(player, c_PU_VoidRay, 0.50, c_TU_Battlecruiser) [45] => AICounterUnit(player, c_PU_Phoenix, 0.50, c_TU_BattlecruiserMissile) [46] => AICounterUnit(player, c_PU_Carrier, 0.75, c_TU_BattlecruiserYamato) [47] => AICounterUnit(player, c_TB_Bunker, 0.33, c_TU_SiegeTank) [48] => AICounterUnit(player, c_TU_Marine, 0.50, c_TU_Hellion) [49] => AICounterUnit(player, c_TU_Reaper, 0.70, c_TU_Hellion) [50] => AICounterUnit(player, c_TU_Marauder, 0.50, c_TU_SiegeTank) [51] => AICounterUnit(player, c_TU_Ghost, 2.00, c_TU_Hellion) [52] => AICounterUnit(player, c_TU_Hellion, 0.25, c_TU_Thor) [53] => AICounterUnit(player, c_TU_SiegeTank_Alias, 0.50, c_TU_Thor) [54] => AICounterUnit(player, c_TU_Thor, 3.00, c_TU_Marauder) [55] => AICounterUnit(player, c_TU_Viking_Alias, 1.00, c_TU_Viking) [56] => AICounterUnit(player, c_TU_Banshee, 1.00, c_TU_Viking) [57] => AICounterUnit(player, c_TU_BattlecruiserClass, 1.00, c_TU_BattlecruiserYamato) [58] => AICounterUnit(player, c_ZB_SpineCrawler, 0.33, c_TU_SiegeTank) [59] => AICounterUnit(player, c_ZU_Zergling, 0.25, c_TU_Hellion) [60] => AICounterUnit(player, c_ZU_Roach, 0.80, c_TU_Marauder) [61] => AICounterUnit(player, c_ZU_Hydralisk, 0.50, c_TU_Ghost) [62] => AICounterUnit(player, c_ZU_Lurker, 1.00, c_TU_Marauder) [63] => AICounterUnit(player, c_ZU_Infestor, 0.50, c_TU_Ghost) [64] => AICounterUnit(player, c_ZU_Ultralisk, 1.00, c_TU_Thor) [65] => AICounterUnit(player, c_ZU_Mutalisk, 0.80, c_TU_Viking) [66] => AICounterUnit(player, c_ZU_Corruptor, 0.50, c_TU_Battlecruiser) [67] => AICounterUnit(player, c_ZU_BroodLord, 0.50, c_TU_Viking) [68] => AICounterUnit(player, c_PU_Zealot, 1.00, c_ZU_Baneling) [69] => AICounterUnit(player, c_PU_Stalker, 1.00, c_ZU_Roach) [70] => AICounterUnit(player, c_PU_Immortal, 8.00, c_ZU_Zergling) [71] => AICounterUnit(player, c_PU_HighTemplar, 2.00, c_ZU_Roach) [72] => AICounterUnit(player, c_PU_Disruptor, 4.00, c_ZU_Zergling) [73] => AICounterUnit(player, c_PU_Archon, 4.00, c_ZU_Zergling) [74] => AICounterUnit(player, c_PU_Archon, 2.00, c_ZU_Hydralisk) [75] => AICounterUnit(player, c_PU_Archon, 2.00, c_ZU_Roach) [76] => AICounterUnit(player, c_PU_Colossus, 1.00, c_ZU_Mutalisk) [77] => AICounterUnit(player, c_PU_VoidRay, 2.00, c_ZU_Corruptor) [78] => AICounterUnit(player, c_PU_VoidRay, 1.00, c_ZU_Mutalisk) [79] => AICounterUnit(player, c_PU_Phoenix, 2.00, c_ZU_Hydralisk) [80] => AICounterUnit(player, c_PU_Carrier, 2.00, c_ZU_Hydralisk) [81] => AICounterUnit(player, c_PU_Carrier, 2.00, c_ZU_Corruptor) [82] => AICounterUnit(player, c_TU_Marine, 0.60, c_ZU_Baneling) [83] => AICounterUnit(player, c_TU_Marauder, 3.00, c_ZU_Zergling) [84] => AICounterUnit(player, c_TU_Hellion, 0.60, c_ZU_Roach) [85] => AICounterUnit(player, c_TU_Ghost, 6.00, c_ZU_Zergling) [86] => AICounterUnit(player, c_TU_SiegeTank_Alias, 6.00, c_ZU_Zergling) [87] => AICounterUnit(player, c_TU_Reaper, 0.30, c_ZU_Mutalisk) [88] => AICounterUnit(player, c_TU_Thor, 12.00, c_ZU_Zergling) [89] => AICounterUnit(player, c_TU_Banshee, 0.50, c_ZU_Mutalisk) [90] => AICounterUnit(player, c_TU_BattlecruiserClass, 2.00, c_ZU_Corruptor) [91] => AICounterUnit(player, c_TU_BattlecruiserClass, 2.00, c_ZU_Hydralisk) [92] => AICounterUnit(player, c_ZU_Zergling, 0.25, c_ZU_Baneling) [93] => AICounterUnit(player, c_ZU_Baneling, 0.25, c_ZU_Lurker) [94] => AICounterUnit(player, c_ZU_Roach, 3.00, c_ZU_Zergling) [95] => AICounterUnit(player, c_ZU_Hydralisk, 1.00, c_ZU_Hydralisk) [96] => AICounterUnit(player, c_ZU_Lurker, 1.50, c_ZU_Hydralisk) [97] => AICounterUnit(player, c_ZU_Mutalisk, 0.50, c_ZU_Mutalisk) [98] => AICounterUnit(player, c_ZU_Mutalisk, 0.50, c_ZU_Corruptor) [99] => AICounterUnit(player, c_ZU_Corruptor, 1.00, c_ZU_Corruptor) [100] => AICounterUnit(player, c_ZU_BroodLord, 0.50, c_ZU_Corruptor) ) [AICounterUnits] => Array ( [0] => native int AICounterUnits (int player, int testPlayerId, string makeWhat); [1] => AICounterUnits(player, c_maxPlayers, type) ) [AIGetRallyPoint] => Array ( [0] => native point AIGetRallyPoint (unit u); ) [AISetPowerBuilding] => Array ( [0] => native void AISetPowerBuilding (int player, string building); [1] => AISetPowerBuilding(player, c_PB_Pylon) ) [AISetCreepBuilding] => Array ( [0] => native void AISetCreepBuilding (int player, string building, string noCreepBehavior); [1] => AISetCreepBuilding(player, c_ZB_CreepTumor, "ZergBuildingNotOnCreep") ) [AIClearStock] => Array ( [0] => native void AIClearStock (int player); [1] => AIClearStock(player) [2] => AIClearStock(player) [3] => AIClearStock(player) [4] => AIClearStock(player) [5] => AIClearStock(player) [6] => AIClearStock(player) [7] => AIClearStock(player) [8] => AIClearStock(player) [9] => AIClearStock(player) [10] => AIClearStock(player) [11] => AIClearStock(player) [12] => AIClearStock(player) [13] => AIClearStock(player) [14] => AIClearStock(player) [15] => AIClearStock(player) [16] => AIClearStock(player) [17] => AIClearStock(player) [18] => AIClearStock(player) [19] => AIClearStock(player) [20] => AIClearStock(player) [21] => AIClearStock(player) [22] => AIClearStock(player) [23] => AIClearStock(player) [24] => AIClearStock(player) ) [AIEnableStock] => Array ( [0] => native void AIEnableStock (int player); [1] => AIEnableStock(player) [2] => AIEnableStock(player) [3] => AIEnableStock(player) [4] => AIEnableStock(player) [5] => AIEnableStock(player) [6] => AIEnableStock(player) [7] => AIEnableStock(player) [8] => AIEnableStock(player) [9] => AIEnableStock(player) [10] => AIEnableStock(player) [11] => AIEnableStock(player) [12] => AIEnableStock(player) [13] => AIEnableStock(player) [14] => AIEnableStock(player) [15] => AIEnableStock(player) [16] => AIEnableStock(player) [17] => AIEnableStock(player) ) [AISetStockEx] => Array ( [0] => native void AISetStockEx (int player, int town, int count, string aliasType, int buildFlags, int stockFlags); ) [AISetStock] => Array ( [0] => native void AISetStock (int player, int count, string aliasType); [1] => AISetStock( player, count, makeType ) [2] => AISetStock(player, make, what) [3] => AISetStock( player, count, type ) [4] => AISetStock( player, 1, tech ) [5] => AISetStock( player, 1, c_TB_Barracks ) [6] => AISetStock( player, 1, c_TB_Refinery ) [7] => AISetStock( player, 1, c_TB_BarracksTechLab ) [8] => AISetStock( player, 1, c_TB_Factory ) [9] => AISetStock( player, 1, c_TB_FactoryTechLab ) [10] => AISetStock( player, 1, c_TB_Starport ) [11] => AISetStock( player, 1, c_TB_StarportTechLab ) [12] => AISetStock( player, 1, c_TB_EngineeringBay ) [13] => AISetStock( player, 1, c_TB_SensorTower ) [14] => AISetStock( player, 1, c_TB_GhostAcademy ) [15] => AISetStock( player, 1, c_TB_MercCompound ) [16] => AISetStock( player, 1, c_TB_Armory ) [17] => AISetStock( player, 1, c_TB_FusionCore ) [18] => AISetStock( player, 1, c_ZB_SpawningPool ) [19] => AISetStock( player, 1, c_ZB_Extractor ) [20] => AISetStock( player, 1, c_ZB_EvolutionChamber ) [21] => AISetStock( player, 1, c_ZB_HydraliskDen ) [22] => AISetStock( player, 1, c_ZR_HydraliskSpeed ) [23] => AISetStock( player, 1, c_ZR_OverseerSpeed ) [24] => AISetStock( player, 1, c_ZB_BanelingNest ) [25] => AISetStock( player, 1, c_ZB_RoachWarren ) [26] => AISetStock( player, 1, c_ZB_Spire ) [27] => AISetStock( player, 1, c_ZB_InfestationPit ) [28] => AISetStock( player, 1, c_ZR_OverlordTransport ) [29] => AISetStock( player, 1, c_ZB_UltraliskCavern ) [30] => AISetStock( player, 1, c_ZB_LurkerDen ) [31] => AISetStock( player, 1, c_ZB_GreaterSpire ) [32] => AISetStock( player, 1, c_PB_Gateway ) [33] => AISetStock( player, 1, c_PB_Forge ) [34] => AISetStock( player, 1, c_PB_Assimilator ) [35] => AISetStock( player, 1, c_PB_RoboticsFacility ) [36] => AISetStock( player, 1, c_PB_Stargate ) [37] => AISetStock( player, 1, c_PB_TwilightCouncil ) [38] => AISetStock( player, 1, c_PB_TemplarArchives ) [39] => AISetStock( player, 1, c_PB_RoboticsBay ) [40] => AISetStock( player, 1, c_PB_DarkShrine ) [41] => AISetStock( player, 1, c_PB_FleetBeacon ) [42] => AISetStock( player, 1, c_PB_Nexus ) [43] => AISetStock( player, 8, c_PU_Probe ) [44] => AISetStock( player, 1, c_PB_Pylon ) [45] => AISetStock( player, 1, c_PU_Zealot ) [46] => AISetStock( player, 2, c_PB_PhotonCannon ) [47] => AISetStock( player, 1, c_PU_Observer ) [48] => AISetStock( player, 2, c_PB_PhotonCannon ) [49] => AISetStock( player, 1, c_PU_Observer ) [50] => AISetStock( player, 4, c_PU_Observer ) [51] => AISetStock( player, 1, c_PU_WarpPrism ) [52] => AISetStock( player, 4, c_PU_Observer ) [53] => AISetStock( player, 1, c_PB_Nexus ) [54] => AISetStock( player, 8, c_PU_Probe ) [55] => AISetStock( player, 1, c_PB_Pylon ) [56] => AISetStock( player, 1, c_PB_Assimilator ) [57] => AISetStock( player, 1, c_PB_Gateway ) [58] => AISetStock( player, 1, c_PB_CyberneticsCore ) [59] => AISetStock( player, 1, c_PB_Stargate ) [60] => AISetStock( player, 1, c_PU_VoidRay ) [61] => AISetStock( player, 2, c_PU_Stalker ) [62] => AISetStock( player, 2, c_PU_Stalker ) [63] => AISetStock( player, 1, c_PU_VoidRay ) [64] => AISetStock( player, 2, c_PB_Pylon ) [65] => AISetStock( player, 1, c_PB_RoboticsFacility ) [66] => AISetStock( player, 1, c_PU_Phoenix ) [67] => AISetStock( player, 1, c_PU_Observer ) [68] => AISetStock( player, 1, c_PU_WarpPrism ) [69] => AISetStock( player, 2, c_PU_VoidRay ) [70] => AISetStock( player, 1, c_PB_Forge ) [71] => AISetStock( player, 2, c_PU_Stalker ) [72] => AISetStock( player, 1, c_PU_VoidRay ) [73] => AISetStock( player, 2, c_PB_Pylon ) [74] => AISetStock( player, 1, c_PU_Phoenix ) [75] => AISetStock( player, 1, c_PU_Observer ) [76] => AISetStock( player, 1, c_PU_WarpPrism ) [77] => AISetStock( player, 3, c_PU_VoidRay ) [78] => AISetStock( player, 2, c_PU_Observer ) [79] => AISetStock( player, 2, c_PU_Phoenix ) [80] => AISetStock( player, 3, c_PB_PhotonCannon ) [81] => AISetStock( player, 2, c_PU_Stalker ) [82] => AISetStock( player, 1, c_PU_VoidRay ) [83] => AISetStock( player, 2, c_PB_Pylon ) [84] => AISetStock( player, 1, c_PU_Phoenix ) [85] => AISetStock( player, 1, c_PU_Observer ) [86] => AISetStock( player, 1, c_PU_WarpPrism ) [87] => AISetStock( player, 3, c_PU_VoidRay ) [88] => AISetStock( player, 2, c_PU_Observer ) [89] => AISetStock( player, 2, c_PU_Phoenix ) [90] => AISetStock( player, 1, c_PU_Carrier ) [91] => AISetStock( player, 4, c_PU_Observer ) [92] => AISetStock( player, 1, c_TB_CommandCenter_Alias ) [93] => AISetStock( player, 8, c_TU_SCV ) [94] => AISetStock( player, 2, c_TU_Marine ) [95] => AISetStock( player, 2, c_TB_MissileTurret ) [96] => AISetStock( player, 1, c_TB_OrbitalCommand ) [97] => AISetStock( player, 2, c_TB_MissileTurret ) [98] => AISetStock( player, 1, c_TB_OrbitalCommand ) [99] => AISetStock( player, 1, c_TB_OrbitalCommand ) [100] => AISetStock( player, 3, c_TU_Medivac ) [101] => AISetStock( player, 1, c_TU_Raven ) [102] => AISetStock( player, 1, c_TB_CommandCenter_Alias ) [103] => AISetStock( player, 8, c_TU_SCV ) [104] => AISetStock( player, 1, c_TB_Refinery ) [105] => AISetStock( player, 1, c_TB_Barracks ) [106] => AISetStock( player, 1, c_TB_Factory ) [107] => AISetStock( player, 1, c_TB_Starport ) [108] => AISetStock( player, 1, c_TU_Viking ) [109] => AISetStock( player, 1, c_TB_BarracksReactor ) [110] => AISetStock( player, 1, c_TB_SupplyDepot ) [111] => AISetStock( player, 1, c_TU_Marine ) [112] => AISetStock( player, 1, c_TU_Viking ) [113] => AISetStock( player, 1, c_TB_StarportTechLab ) [114] => AISetStock( player, 2, c_TU_Viking ) [115] => AISetStock( player, 1, c_TU_Raven ) [116] => AISetStock( player, 1, c_TU_Banshee ) [117] => AISetStock( player, 1, c_TU_Medivac ) [118] => AISetStock( player, 1, c_TB_OrbitalCommand ) [119] => AISetStock( player, 1, c_TB_OrbitalCommand ) [120] => AISetStock( player, 1, c_TB_OrbitalCommand ) [121] => AISetStock( player, 1, c_ZB_Hatchery_Alias ) [122] => AISetStock( player, 2, c_ZU_Drone ) [123] => AISetStock( player, 1, c_ZU_Overlord ) [124] => AISetStock( player, 8, c_ZU_Drone ) [125] => AISetStock( player, 1, c_ZB_Extractor ) [126] => AISetStock( player, 1, c_ZU_Queen ) [127] => AISetStock( player, 2, c_ZU_Overlord_Alias ) [128] => AISetStock( player, 1, c_ZU_Hydralisk ) [129] => AISetStock( player, 1, c_ZU_Overseer ) [130] => AISetStock( player, 1, c_ZU_Queen ) [131] => AISetStock( player, 1, c_ZU_Overseer ) [132] => AISetStock( player, 2, c_ZB_SporeCrawler ) [133] => AISetStock( player, 1, c_ZU_Queen ) [134] => AISetStock( player, 1, c_ZR_OverlordTransport ) [135] => AISetStock( player, 3, c_ZU_Overseer ) [136] => AISetStock( player, 1, c_ZB_Hatchery_Alias ) [137] => AISetStock( player, 1, c_ZU_Overlord ) [138] => AISetStock( player, 10, c_ZU_Drone ) [139] => AISetStock( player, 1, c_ZB_Extractor ) [140] => AISetStock( player, 1, c_ZB_SpawningPool ) [141] => AISetStock( player, 2, c_ZB_Extractor ) [142] => AISetStock( player, 1, c_ZB_Lair ) [143] => AISetStock( player, 2, c_ZU_Overlord ) [144] => AISetStock( player, 1, c_ZB_Spire ) [145] => AISetStock( player, 1, c_ZU_Queen ) [146] => AISetStock( player, 1, c_ZB_HydraliskDen ) [147] => AISetStock( player, 1, c_ZU_Mutalisk ) [148] => AISetStock( player, 2, c_ZU_Hydralisk ) [149] => AISetStock( player, 1, c_ZU_Queen ) [150] => AISetStock( player, 1, c_ZB_Lair ) [151] => AISetStock( player, 1, c_ZU_Mutalisk ) [152] => AISetStock( player, 2, c_ZU_Hydralisk ) [153] => AISetStock( player, 1, c_ZR_OverlordTransport ) [154] => AISetStock( player, 1, c_ZU_Overseer ) [155] => AISetStock( player, 1, c_ZB_EvolutionChamber ) [156] => AISetStock( player, 2, c_ZU_Mutalisk ) [157] => AISetStock( player, 3, c_ZB_SporeCrawler ) [158] => AISetStock( player, 1, c_ZU_Corruptor ) [159] => AISetStock( player, 1, c_ZU_Queen ) [160] => AISetStock( player, 2, c_ZU_Mutalisk ) [161] => AISetStock( player, 2, c_ZU_Hydralisk ) [162] => AISetStock( player, 1, c_ZR_OverlordTransport ) [163] => AISetStock( player, 1, c_ZR_OverseerSpeed ) [164] => AISetStock( player, 1, c_ZU_Overseer ) [165] => AISetStock( player, 3, c_ZB_SporeCrawler ) [166] => AISetStock( player, 1, c_ZU_Corruptor ) [167] => AISetStock( player, 3, c_ZU_Mutalisk ) [168] => AISetStock( player, 2, c_ZU_Corruptor ) [169] => AISetStock( player, 1, c_ZU_Queen ) [170] => AISetStock( player, 2, c_ZU_Mutalisk ) [171] => AISetStock( player, 2, c_ZU_Hydralisk ) [172] => AISetStock( player, 1, c_ZR_OverlordTransport ) [173] => AISetStock( player, 1, c_ZR_OverseerSpeed ) [174] => AISetStock( player, 2, c_ZU_Overseer ) [175] => AISetStock( player, 3, c_ZB_SporeCrawler ) [176] => AISetStock( player, 1, c_ZU_Corruptor ) [177] => AISetStock( player, 4, c_ZU_Mutalisk ) [178] => AISetStock( player, 3, c_ZU_Corruptor ) [179] => AISetStock( player, 1, c_ZU_BroodLord ) [180] => AISetStock( player, 4, c_ZU_Overseer ) [181] => AISetStock( player, 1, c_ZR_CorruptorAttack ) ) [AISetStockOpt] => Array ( [0] => native void AISetStockOpt (int player, int count, string aliasType); ) [AISetStockUnitNext] => Array ( [0] => native void AISetStockUnitNext (int player, int count, string aliasUnitType, bool when); [1] => AISetStockUnitNext( player, 3, base, c_stockIdle ) [2] => AISetStockUnitNext( player, addons, addon, c_stockIdle ) [3] => AISetStockUnitNext( player, 2, base, c_stockIdle ) [4] => AISetStockUnitNext( player, 2, addon, c_stockIdle ) [5] => AISetStockUnitNext( player, addons, addon, c_stockIdle ) [6] => AISetStockUnitNext( player, count, type, c_stockAlways ) [7] => AISetStockUnitNext( player, 4, c_TU_Marine, c_stockAlways ) [8] => AISetStockUnitNext( player, 4, c_TU_Marine, c_stockAlways ) [9] => AISetStockUnitNext( player, 3, c_TU_Viking, c_stockAlways ) [10] => AISetStockUnitNext( player, 1, c_TU_Raven, c_stockAlways ) [11] => AISetStockUnitNext( player, 1, c_TU_Medivac, c_stockAlways ) [12] => AISetStockUnitNext( player, 3, c_TB_MissileTurret, c_stockIdle ) [13] => AISetStockUnitNext( player, 2, c_TU_Banshee, c_stockAlways ) [14] => AISetStockUnitNext( player, 1, c_TU_Battlecruiser, c_stockAlways ) [15] => AISetStockUnitNext( player, 4, c_TU_Marine, c_stockAlways ) [16] => AISetStockUnitNext( player, 5, c_TU_Viking, c_stockAlways ) [17] => AISetStockUnitNext( player, 1, c_TU_Raven, c_stockAlways ) [18] => AISetStockUnitNext( player, 1, c_TU_Medivac, c_stockAlways ) [19] => AISetStockUnitNext( player, 3, c_TB_MissileTurret, c_stockIdle ) [20] => AISetStockUnitNext( player, 4, c_TU_Banshee, c_stockAlways ) [21] => AISetStockUnitNext( player, 1, c_TU_Battlecruiser, c_stockAlways ) ) [AISetStockTown] => Array ( [0] => native bool AISetStockTown (int player, string aliasUnitTypeTH, string aliasUnitTypeGas); ) [AISetStockExpand] => Array ( [0] => native bool AISetStockExpand (int player, string aliasUnitTypeTH, int count); ) [AISetStockExtra] => Array ( [0] => native void AISetStockExtra (int player, int count, string aliasUnitType, int minerals); ) [AISetStockFarms] => Array ( [0] => native void AISetStockFarms (int player, string aliasUnitType, bool onlyNeeded); ) [AISetStockPeons] => Array ( [0] => native void AISetStockPeons (int player, int max, string aliasUnitType, bool onlyMinPeons, bool peonMode); ) [AINewTechStock] => Array ( [0] => native void AINewTechStock (int player); ) [AITechStockAdd] => Array ( [0] => native void AITechStockAdd (string upgradeType); ) [AISetStockTechNext] => Array ( [0] => native void AISetStockTechNext (int player); ) [AISetStockAlias] => Array ( [0] => void AISetStockAlias (int player, int count, string makeType, string aliasType) { [1] => AISetStockAlias (int player, int count, string makeType, string aliasType) ) [AISetStockFree] => Array ( [0] => void AISetStockFree (int player, int count, string makeType, string prereq) { [1] => AISetStockFree (int player, int count, string makeType, string prereq) ) [AIDefaultEconomy] => Array ( [0] => native void AIDefaultEconomy (int player, string hall, string gas, string food, string peon, int cap, bool peonMode); [1] => AIDefaultEconomy(player, c_PB_Nexus, c_PB_Assimilator, c_PB_Pylon, c_PU_Probe, 8, c_stockAlways) [2] => AIDefaultEconomy(player, c_PB_Nexus, c_PB_Assimilator, c_PB_Pylon, c_PU_Probe, 8, c_stockAlways) [3] => AIDefaultEconomy(player, c_PB_Nexus, c_PB_Assimilator, c_PB_Pylon, c_PU_Probe, 8, c_stockAlways) [4] => AIDefaultEconomy(player, c_PB_Nexus, c_PB_Assimilator, c_PB_Pylon, c_PU_Probe, 8, c_stockAlways) [5] => AIDefaultEconomy(player, c_PB_Nexus, c_PB_Assimilator, c_PB_Pylon, c_PU_Probe, 8, c_stockAlways) [6] => AIDefaultEconomy(player, c_PB_Nexus, c_PB_Assimilator, c_PB_Pylon, c_PU_Probe, 8, c_stockAlways) [7] => AIDefaultEconomy(player, c_TB_CommandCenter_Alias, c_TB_Refinery, c_TB_SupplyDepot, c_TU_SCV, 8, c_stockAlways) [8] => AIDefaultEconomy(player, c_TB_CommandCenter_Alias, c_TB_Refinery, c_TB_SupplyDepot, c_TU_SCV, 8, c_stockAlways) [9] => AIDefaultEconomy(player, c_TB_CommandCenter_Alias, c_TB_Refinery, c_TB_SupplyDepot, c_TU_SCV, 8, c_stockAlways) [10] => AIDefaultEconomy(player, c_TB_CommandCenter_Alias, c_TB_Refinery, c_TB_SupplyDepot, c_TU_SCV, 8, c_stockAlways) [11] => AIDefaultEconomy(player, c_TB_CommandCenter_Alias, c_TB_Refinery, c_TB_SupplyDepot, c_TU_SCV, 8, c_stockAlways) [12] => AIDefaultEconomy(player, c_TB_CommandCenter_Alias, c_TB_Refinery, c_TB_SupplyDepot, c_TU_SCV, 8, c_stockAlways) [13] => AIDefaultEconomy(player, c_ZB_Hatchery_Alias, c_ZB_Extractor, c_ZU_Overlord_Alias, c_ZU_Drone, 8, c_stockIdle) [14] => AIDefaultEconomy(player, c_ZB_Hatchery_Alias, c_ZB_Extractor, c_ZU_Overlord_Alias, c_ZU_Drone, 8, c_stockIdle) [15] => AIDefaultEconomy(player, c_ZB_Hatchery_Alias, c_ZB_Extractor, c_ZU_Overlord, c_ZU_Drone, 8, c_stockIdle) [16] => AIDefaultEconomy(player, c_ZB_Hatchery_Alias, c_ZB_Extractor, c_ZU_Overlord, c_ZU_Drone, 8, c_stockIdle) [17] => AIDefaultEconomy(player, c_ZB_Hatchery_Alias, c_ZB_Extractor, c_ZU_Overlord, c_ZU_Drone, 8, c_stockIdle) [18] => AIDefaultEconomy(player, c_ZB_Hatchery_Alias, c_ZB_Extractor, c_ZU_Overlord, c_ZU_Drone, 8, c_stockIdle) ) [AIDefaultExpansion] => Array ( [0] => native void AIDefaultExpansion (int player, string hall, int minerals, int gas, int expandFlags); [1] => AIDefaultExpansion(player, c_PB_Nexus, 6000, 0, c_expandDefault) [2] => AIDefaultExpansion(player, c_PB_Nexus, 6000, 1000, c_expandDefault) [3] => AIDefaultExpansion(player, c_PB_Nexus, 6000, 1000, c_expandDefault) [4] => AIDefaultExpansion(player, c_TB_CommandCenter_Alias, 6000, 0, c_expandDefault) [5] => AIDefaultExpansion(player, c_TB_CommandCenter_Alias, 6000, 1000, c_expandDefault) [6] => AIDefaultExpansion(player, c_TB_CommandCenter_Alias, 6000, 1000, c_expandDefault) [7] => AIDefaultExpansion(player, c_ZB_Hatchery_Alias, 6000, 0, c_expandDefault) [8] => AIDefaultExpansion(player, c_ZB_Hatchery_Alias, 6000, 1000, c_expandDefault) [9] => AIDefaultExpansion(player, c_ZB_Hatchery_Alias, 6000, 1000, c_expandDefault) ) [AIClearLimitTech] => Array ( [0] => native void AIClearLimitTech (int player); ) [AILimitTech] => Array ( [0] => native void AILimitTech (int player, int totalMin, int totalGas, int buildingMin, int buildingGas, int upgradeMin, int upgradeGas); ) [AIImportantTech] => Array ( [0] => native void AIImportantTech (int player, string aliasType); ) [AILimitStockLarva] => Array ( [0] => native void AILimitStockLarva (int player, string aliasType); ) [AIHasStock] => Array ( [0] => native bool AIHasStock (int player); ) [AIHasStockFromTown] => Array ( [0] => native bool AIHasStockFromTown (int player, int town); ) [AIRemoveStockFromTown] => Array ( [0] => native void AIRemoveStockFromTown (int player, int town); ) [AIDefaultGetObjectType] => Array ( [0] => native int AIDefaultGetObjectType (int player, string aliasType); [1] => AIDefaultGetObjectType(player, objType) ) [AIDefaultGetMaker] => Array ( [0] => native string AIDefaultGetMaker (int player, string aliasType); [1] => AIDefaultGetMaker(player, objType) ) [AIDefaultGetFirstMissingReq] => Array ( [0] => native string AIDefaultGetFirstMissingReq (int player, string aliasType); [1] => AIDefaultGetFirstMissingReq(player, objType) ) [AIDefaultGetFirstUnfinishedReq] => Array ( [0] => native string AIDefaultGetFirstUnfinishedReq (int player, string aliasType); [1] => AIDefaultGetFirstUnfinishedReq(player, objType) ) [AIDefaultGetFullMakeTime] => Array ( [0] => native int AIDefaultGetFullMakeTime (int player, string aliasType); [1] => AIDefaultGetFullMakeTime(player, objType) ) [AIGetBaseName] => Array ( [0] => native string AIGetBaseName (string aliasType); ) [AIGetBuildAtName] => Array ( [0] => native string AIGetBuildAtName (string aliasType); ) [AIReqCountAsBuiltObject] => Array ( [0] => native void AIReqCountAsBuiltObject (int player, string aliasType); [1] => AIReqCountAsBuiltObject(player, c_ZU_Larva) ) [AIReqAddSpecialMaker] => Array ( [0] => native void AIReqAddSpecialMaker (string objType, string makerType, string abilName, int abilIndex); [1] => AIReqAddSpecialMaker(c_TU_BattlecruiserDefensive, c_TU_Battlecruiser, "BattlecruiserSpecialize", 0) [2] => AIReqAddSpecialMaker(c_TU_BattlecruiserMissile, c_TU_Battlecruiser, "BattlecruiserSpecialize", 1) [3] => AIReqAddSpecialMaker(c_TU_BattlecruiserYamato, c_TU_Battlecruiser, "BattlecruiserSpecialize", 3) ) [AIBaseThink] => Array ( [0] => native void AIBaseThink (unit who, unitgroup candidates); ) [AIEvalTacticalData] => Array ( [0] => native bool AIEvalTacticalData (unit who, string data); ) [AICast] => Array ( [0] => native int AICast (unit u, order o, marker m, bool retreat); [1] => AICast(aiUnit, ord, mark, retreat) [2] => AICast(aiUnit, ord, c_noMarker, c_castHold) [3] => AICast(aiUnit, ord, c_noMarker, c_castHold) [4] => AICast(aiUnit, ord, c_noMarker, c_castHold) [5] => AICast(aiUnit, ord, c_noMarker, c_castHold) [6] => AICast(aiUnit, ord, c_noMarker, c_castHold) [7] => AICast(aiUnit, ord, c_noMarker, c_castHold) [8] => AICast(aiUnit, ord, forceFieldMarker, c_castHold) [9] => AICast(aiUnit, ord, c_noMarker, c_castHold) [10] => AICast(aiUnit, ord, c_noMarker, c_castHold) [11] => AICast(aiUnit, ord, c_noMarker, c_castHold) [12] => AICast(aiUnit, ord, c_noMarker, c_castRetreat) [13] => AICast(aiUnit, ord, c_noMarker, c_castRetreat) [14] => AICast(aiUnit, ord, mark, c_castRetreat) [15] => AICast(aiUnit, ord, c_noMarker, c_castHold) [16] => AICast(aiUnit, ord, c_noMarker, c_castHold) [17] => AICast(aiUnit, ord, c_noMarker, c_castHold) [18] => AICast(aiUnit, ord, c_noMarker, c_castHold) [19] => AICast(aiUnit, ord, mark, c_castHold) [20] => AICast(aiUnit, ord, mark, c_castRetreat) [21] => AICast(aiUnit, ord, mark, c_castHold) [22] => AICast(aiUnit, ord, c_noMarker, c_castHold) [23] => AICast(aiUnit, ord, c_noMarker, c_castHold) [24] => AICast(aiUnit, ord, c_noMarker, c_castHold) [25] => AICast(aiUnit, ord, c_noMarker, c_castHold) [26] => AICast(aiUnit, ord, c_noMarker, c_castHold) [27] => AICast(aiUnit, ord, c_noMarker, c_castHold) [28] => AICast(aiUnit, ord, c_noMarker, c_castRetreat) [29] => AICast(aiUnit, ord, mark, c_castRetreat) [30] => AICast(aiUnit, ord, c_noMarker, c_castHold) [31] => AICast(aiUnit, ord, c_noMarker, c_castHold) [32] => AICast(aiUnit, ord, c_noMarker, c_castRetreat) [33] => AICast(aiUnit, ord, c_noMarker, c_castRetreat) [34] => AICast(aiUnit, ord, mark, c_castRetreat) [35] => AICast(aiUnit, ord, mark, c_castRetreat) [36] => AICast(aiUnit, ord, mark, c_castHold) [37] => AICast(aiUnit, ord, c_noMarker, c_castRetreat) [38] => AICast(aiUnit, ord, mark, c_castHold) [39] => AICast(aiUnit, ord, c_noMarker, c_castHold) [40] => AICast(aiUnit, ord, c_noMarker, c_castHold) [41] => AICast(aiUnit, ord, c_noMarker, c_castHold) ) [AICastFlee] => Array ( [0] => native int AICastFlee (unit who, unit from, int distance, marker mark); [1] => AICastFlee(UnitGroupUnit(scanGroup, scanCount), aiUnit, 6, mark) ) [AINearbyUnits] => Array ( [0] => native bool AINearbyUnits (int player, string unitType, point p, fixed range, int requiredCount); [1] => AINearbyUnits(player, c_ZU_ChangelingZealot, here, range, 1) [2] => AINearbyUnits(player, c_ZU_ChangelingZergling, here, range, 1) [3] => AINearbyUnits(player, c_ZU_ChangelingMarine, here, range, 1) [4] => AINearbyUnits(player, c_ZU_ChangelingZerglingWings, here, range, 1)) ) [AIFindUnits] => Array ( [0] => native unitgroup AIFindUnits (int player, string unitType, point p, fixed range, int inMaxCount); ) [AISameCommand] => Array ( [0] => native bool AISameCommand (unit u1, unit u2); ) [AILastAttacker] => Array ( [0] => native unit AILastAttacker (unit u); ) [AILastAttack] => Array ( [0] => native int AILastAttack (unit u); ) [AIControlWantsToMove] => Array ( [0] => native bool AIControlWantsToMove (unit u); ) [AIControlForceToMove] => Array ( [0] => native bool AIControlForceToMove (unit u); ) [AIControlWantsToUnburrow] => Array ( [0] => native bool AIControlWantsToUnburrow (unit u); ) [AIControlWantsToBurrow] => Array ( [0] => native bool AIControlWantsToBurrow (unit u); ) [AIControlForceUnburrow] => Array ( [0] => native bool AIControlForceUnburrow (unit u); ) [AIUnitIsInCombat] => Array ( [0] => native bool AIUnitIsInCombat (unit u); ) [AIIsIgnoredByWave] => Array ( [0] => native bool AIIsIgnoredByWave (unit u); ) [AISetIgnoredByWave] => Array ( [0] => native void AISetIgnoredByWave (unit u, bool enable); ) [AIGetHomePosition] => Array ( [0] => native point AIGetHomePosition (unit u); [1] => AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) [2] => AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) [3] => AIGetHomePosition(unitToCheck), c_campaignBunkerLoadRange)) ) [AIGetCloakedAttacker] => Array ( [0] => native point AIGetCloakedAttacker (int p); [1] => AIGetCloakedAttacker(player) ) [AIClearCloakedAttacker] => Array ( [0] => native void AIClearCloakedAttacker (int p, point pt); [1] => AIClearCloakedAttacker(player, loc) ) [AISawCloakedUnit] => Array ( [0] => native bool AISawCloakedUnit (int p); ) [AIDefaultCombatPriority] => Array ( [0] => native unit AIDefaultCombatPriority (unit target, unitgroup attackers, unitgroup enemies); [1] => AIDefaultCombatPriority(target, attackers, enemies) ) [AICloakEvaluate] => Array ( [0] => native bool AICloakEvaluate (unit u, fixed minEnergy, fixed maxLife, fixed range); ) [AISetDefaultCombatFlags] => Array ( [0] => void AISetDefaultCombatFlags (int player, bool isMelee); [1] => AISetDefaultCombatFlags (int player, bool isMelee) [2] => AISetDefaultCombatFlags(player, true) [3] => void AISetDefaultCombatFlags (int player, bool isMelee) { [4] => AISetDefaultCombatFlags (int player, bool isMelee) ) [AICombatTargetProduction] => Array ( [0] => native bool AICombatTargetProduction (int player, int action); ) [AICombatTargetDropOffs] => Array ( [0] => native bool AICombatTargetDropOffs (int player, int action); ) [AICombatTargetFood] => Array ( [0] => native bool AICombatTargetFood (int player, int action); ) [AICombatTargetActiveProduction] => Array ( [0] => native bool AICombatTargetActiveProduction (int player, int action); ) [AICombatTargetWorkers] => Array ( [0] => native bool AICombatTargetWorkers (int player, int action); ) [AICombatTargetAllyThreats] => Array ( [0] => native bool AICombatTargetAllyThreats (int player, int action); ) [AICombatTargetSelfThreats] => Array ( [0] => native bool AICombatTargetSelfThreats (int player, int action); ) [AICombatTargetCurrent] => Array ( [0] => native bool AICombatTargetCurrent (int player, int action); ) [AICombatTargetAir] => Array ( [0] => native bool AICombatTargetAir (int player, int action); ) [AICombatTargetMovers] => Array ( [0] => native bool AICombatTargetMovers (int player, int action); ) [AICombatTargetInjuries] => Array ( [0] => native bool AICombatTargetInjuries (int player, int action); ) [AICombatTargetInAttackRange] => Array ( [0] => native bool AICombatTargetInAttackRange (int player, int action); ) [AICombatTargetThreats] => Array ( [0] => native bool AICombatTargetThreats (int player, int action); ) [AICombatTargetHealers] => Array ( [0] => native bool AICombatTargetHealers (int player, int action); ) [AICombatTargetSiege] => Array ( [0] => native bool AICombatTargetSiege (int player, int action); ) [AICombatTargetAttackers] => Array ( [0] => native bool AICombatTargetAttackers (int player, int action); ) [AICombatTargetSpecial] => Array ( [0] => native bool AICombatTargetSpecial (int player, int action); ) [AICombatAvoidTimedUnits] => Array ( [0] => native bool AICombatAvoidTimedUnits (int player, int action); ) [AICombatAvoidNonThreats] => Array ( [0] => native bool AICombatAvoidNonThreats (int player, int action); ) [AICombatAvoidWeakUnits] => Array ( [0] => native bool AICombatAvoidWeakUnits (int player, int action); ) [AICombatAvoidDisabledUnits] => Array ( [0] => native bool AICombatAvoidDisabledUnits (int player, int action); ) [AITransportIgnore] => Array ( [0] => native void AITransportIgnore (int player, string unitType); [1] => AITransportIgnore(player, "VikingAssault") ) [AITransportSetPanic] => Array ( [0] => native void AITransportSetPanic (int player, fixed value); [1] => AITransportSetPanic(player, 0.6) [2] => AITransportSetPanic(player, 0.27) ) [AITransportSetReturn] => Array ( [0] => native void AITransportSetReturn (int player, point center); [1] => AITransportSetReturn(player, targ) ) [AIWaveInfoCreate] => Array ( [0] => native waveinfo AIWaveInfoCreate (); ) [AIWaveInfo] => Array ( [0] => native waveinfo AIWaveInfo (wave w); ) [AIWaveInfoAdd] => Array ( [0] => native void AIWaveInfoAdd (waveinfo info, string unitType, int count); ) [AIWaveInfoAttack] => Array ( [0] => native int AIWaveInfoAttack (waveinfo info, int player, point from, wavetarget target, int time); ) [AIWaveInfoSuicide] => Array ( [0] => native int AIWaveInfoSuicide (waveinfo info, int player, point from, wavetarget target, int time); ) [AIWaveInfoScout] => Array ( [0] => native int AIWaveInfoScout (waveinfo info, int player, point from, int time); ) [AIWaveToString] => Array ( [0] => native string AIWaveToString (wave w); ) [AIWaveToText] => Array ( [0] => native text AIWaveToText (wave w); ) [AIWaveCreate] => Array ( [0] => native wave AIWaveCreate (waveinfo info, int player, point from); [1] => AIWaveCreate(AIWaveInfoCreate(), player, targ)) [2] => AIWaveCreate(AIWaveInfoCreate(), player, targ)) [3] => AIWaveCreate(AIWaveInfoCreate(), player, targ)) [4] => AIWaveCreate(AIWaveInfoCreate(), player, targ)) [5] => AIWaveCreate(AIWaveInfoCreate(), player, targ)) [6] => AIWaveCreate(AIWaveInfoCreate(), player, targ)) [7] => AIWaveCreate(AIWaveInfoCreate(), player, targ)) ) [AIWaveAddUnit] => Array ( [0] => native void AIWaveAddUnit (wave w, unit u); [1] => AIWaveAddUnit(merge, u) [2] => AIWaveAddUnit(w, u) ) [AIWaveAddUnitPriority] => Array ( [0] => native void AIWaveAddUnitPriority (wave w, unit u, int prio); [1] => AIWaveAddUnitPriority(attackWave, u, c_prioWavePeon) [2] => AIWaveAddUnitPriority(defendWave, u, c_prioWavePeon) [3] => AIWaveAddUnitPriority(attackWave, u, c_prioWavePeon) [4] => AIWaveAddUnitPriority(AIWaveGet(player, c_waveHome), u, c_prioWavePeon) [5] => AIWaveAddUnitPriority(AIWaveGet(player, c_waveHome), u, c_prioWavePeon) ) [AIWaveRemoveUnit] => Array ( [0] => native void AIWaveRemoveUnit (wave w, unit u); ) [AIWaveUnitCount] => Array ( [0] => native int AIWaveUnitCount (wave w); [1] => AIWaveUnitCount(w) [2] => AIWaveUnitCount(waveClob) [3] => AIWaveUnitCount(waveAtck) [4] => AIWaveUnitCount(AIWaveGet(player, c_waveMain)) [5] => AIWaveUnitCount(AIWaveGet(player, c_waveAttack)) ) [AIWaveDetectorCount] => Array ( [0] => native int AIWaveDetectorCount (wave w); ) [AIWaveSetType] => Array ( [0] => native void AIWaveSetType (wave w, int type, wavetarget target); ) [AIWaveState] => Array ( [0] => native int AIWaveState (wave w); [1] => AIWaveState(w) [2] => AIWaveState(w) [3] => AIWaveState(w) [4] => AIWaveState(w) [5] => AIWaveState(w) != c_waveStateDropRetreat) ) [AIWaveDelete] => Array ( [0] => native void AIWaveDelete (wave w); ) [AIWaveTargetUnit] => Array ( [0] => native wavetarget AIWaveTargetUnit (unit u); [1] => AIWaveTargetUnit(obstruction)) ) [AIWaveTargetUnitGroup] => Array ( [0] => native wavetarget AIWaveTargetUnitGroup (unitgroup g); ) [AIWaveTargetUnitPoint] => Array ( [0] => native wavetarget AIWaveTargetUnitPoint (unit u); ) [AIWaveTargetPoint] => Array ( [0] => native wavetarget AIWaveTargetPoint (point p); ) [AIWaveTargetPlayer] => Array ( [0] => native wavetarget AIWaveTargetPlayer (playergroup players); ) [AIWaveTargetMelee] => Array ( [0] => native wavetarget AIWaveTargetMelee (int player); [1] => AIWaveTargetMelee(player)) ) [AIWaveTargetMeleeHarass] => Array ( [0] => native wavetarget AIWaveTargetMeleeHarass (int player); [1] => AIWaveTargetMeleeHarass(player)) ) [AIWaveTargetMeleeDrop] => Array ( [0] => native wavetarget AIWaveTargetMeleeDrop (int player, point dropLoc, point goalLoc); ) [AIWaveTargetMeleeDefend] => Array ( [0] => native wavetarget AIWaveTargetMeleeDefend (int player); [1] => AIWaveTargetMeleeDefend(player)) ) [AIWaveTargetMerge] => Array ( [0] => native wavetarget AIWaveTargetMerge (wave w); [1] => AIWaveTargetMerge(w)) ) [AIWaveTargetPatrol] => Array ( [0] => native wavetarget AIWaveTargetPatrol (int replaceType); ) [AIWaveTargetEscort] => Array ( [0] => native wavetarget AIWaveTargetEscort (unitgroup g, int replaceType); ) [AIWaveTargetEscortNL] => Array ( [0] => native wavetarget AIWaveTargetEscortNL (unitgroup g, int replaceType); ) [AIWaveTargetGatherO] => Array ( [0] => native wavetarget AIWaveTargetGatherO (int player, int town); [1] => AIWaveTargetGatherO(player, c_townMax)) [2] => AIWaveTargetGatherO(player, c_townMain)) [3] => AIWaveTargetGatherO(player, c_townMain)) [4] => AIWaveTargetGatherO(player, c_townMain)) [5] => AIWaveTargetGatherO(player, c_townMax)) ) [AIWaveTargetGatherD] => Array ( [0] => native wavetarget AIWaveTargetGatherD (int player, int town); [1] => AIWaveTargetGatherD(player, c_townMax)) [2] => AIWaveTargetGatherD(player, c_townMax)) [3] => AIWaveTargetGatherD(player, c_townMax)) [4] => AIWaveTargetGatherD(player, c_townMax)) ) [AIWaveTargetRegion] => Array ( [0] => native wavetarget AIWaveTargetRegion (region r, int replaceType); ) [AIWaveTargetGatherOPoint] => Array ( [0] => native point AIWaveTargetGatherOPoint (int player, int town); [1] => AIWaveTargetGatherOPoint(player, c_townMain) [2] => AIWaveTargetGatherOPoint(player, c_townMax) ) [AIWaveTargetGatherDPoint] => Array ( [0] => native point AIWaveTargetGatherDPoint (int player, int town); [1] => AIWaveTargetGatherDPoint(player, c_townMain) ) [AIWaveTargetGetUnit] => Array ( [0] => native unit AIWaveTargetGetUnit (wavetarget wt); [1] => AIWaveTargetGetUnit(AIWaveGetTarget(w)) ) [AIWaveTargetGetUnitGroup] => Array ( [0] => native unitgroup AIWaveTargetGetUnitGroup (wavetarget wt); ) [AIWaveHarassRetreat] => Array ( [0] => native wavetarget AIWaveHarassRetreat (int player, wave w, fixed range); [1] => AIWaveHarassRetreat(player, w, c_evalHarassRange)) ) [AIWaveGetTarget] => Array ( [0] => native wavetarget AIWaveGetTarget (wave w); ) [AIWaveIsInCombat] => Array ( [0] => native bool AIWaveIsInCombat (wave w); ) [AIWaveGetTimeInCombat] => Array ( [0] => native int AIWaveGetTimeInCombat (wave w); [1] => AIWaveGetTimeInCombat(w) ) [AIWaveGetTimeSinceCombat] => Array ( [0] => native int AIWaveGetTimeSinceCombat (wave w); [1] => AIWaveGetTimeSinceCombat(w) >= 120) [2] => AIWaveGetTimeSinceCombat(w) >= 300 - 5*count) [3] => AIWaveGetTimeSinceCombat(w) >= 300-10*count) ) [AIWaveGetTimeSinceOrdered] => Array ( [0] => native int AIWaveGetTimeSinceOrdered (wave w); ) [AIWaveGetTimeSinceRetreat] => Array ( [0] => native int AIWaveGetTimeSinceRetreat (wave w); ) [AIDefenseThreat] => Array ( [0] => native bool AIDefenseThreat (int type, int player, wave w); ) [AIDefenseThreatEval] => Array ( [0] => native int AIDefenseThreatEval (int type, int player); [1] => AIDefenseThreatEval(c_dtEvalRealThreats, player)) ) ) [AIWaveEval] => Array ( [0] => native int AIWaveEval (wave w); [1] => AIWaveEval(AIWaveGet(player, c_waveMain)) ) [AIWaveEvalRatio] => Array ( [0] => native int AIWaveEvalRatio (wave w, fixed range); [1] => AIWaveEvalRatio(w, c_evalDefendRange) [2] => AIWaveEvalRatio(waveAtck, c_evalRange) [3] => AIWaveEvalRatio(w, c_evalRange) [4] => AIWaveEvalRatio(w, c_evalRange) [5] => AIWaveEvalRatio(w, c_evalRange) ) [AIUnitAreaEvalRatio] => Array ( [0] => native int AIUnitAreaEvalRatio (unit u, fixed range); ) [AIEvalRatio] => Array ( [0] => native int AIEvalRatio (int player); ) [AIEvalSetCustomIndex] => Array ( [0] => native void AIEvalSetCustomIndex (int index); ) [AILastWaveEvalStaticRatio] => Array ( [0] => native int AILastWaveEvalStaticRatio (); [1] => AILastWaveEvalStaticRatio() ) [AIWaveTargetAddWaypoint] => Array ( [0] => native void AIWaveTargetAddWaypoint (wavetarget wt, point waypoint, bool useTransport, int index); ) [AIWaveTargetClearWaypoints] => Array ( [0] => native void AIWaveTargetClearWaypoints (wavetarget wt); ) [AIWaveGet] => Array ( [0] => native wave AIWaveGet (int player, int waveName); [1] => AIWaveGet(player, c_waveMain)) [2] => AIWaveGet(player, c_waveAttack)) [3] => AIWaveGet(player, c_waveDefend)) [4] => AIWaveGet(player, c_waveDivert1)) [5] => AIWaveGet(player, c_waveDivert2)) [6] => AIWaveGet(player, c_waveClearObs)) [7] => AIWaveGet(player, c_waveHome)) [8] => AIWaveGet(player, c_waveMain) [9] => AIWaveGet(player, c_waveDefend) [10] => AIWaveGet(player, c_waveAttack) [11] => AIWaveGet(player, c_waveClearObs) [12] => AIWaveGet(player, c_waveAttack) [13] => AIWaveGet(player, c_waveAttack) [14] => AIWaveGet(player, c_waveAttack) [15] => AIWaveGet(player, c_waveClearObs)) [16] => AIWaveGet(player, c_waveClearObs)) [17] => AIWaveGet(player, c_waveDivert1)) [18] => AIWaveGet(player, c_waveDivert2)) [19] => AIWaveGet(player, c_waveClearObs)) ) [AIWaveSet] => Array ( [0] => native void AIWaveSet (int player, int waveName, wave waveRef); ) [AIWaveType] => Array ( [0] => native int AIWaveType (wave waveRef); ) [AIWaveMerge] => Array ( [0] => native void AIWaveMerge (int player, int waveFrom, int waveInto); [1] => AIWaveMerge(player, c_waveMain, c_waveAttack) [2] => AIWaveMerge(player, c_waveClearObs, c_waveMain) [3] => AIWaveMerge(player, c_waveMain, c_waveAttack) [4] => AIWaveMerge(player, c_waveMain, c_waveAttack) [5] => AIWaveMerge(player, c_waveMain, c_waveAttack) [6] => AIWaveMerge(player, c_waveMain, c_waveAttack) [7] => AIWaveMerge(player, c_waveMain, c_waveAttack) [8] => AIWaveMerge(player, c_waveMain, c_waveAttack) [9] => AIWaveMerge(player, c_waveMain, c_waveAttack) [10] => AIWaveMerge(player, c_waveMain, c_waveAttack) [11] => AIWaveMerge(player, c_waveMain, c_waveAttack) [12] => AIWaveMerge(player, c_waveMain, c_waveAttack) [13] => AIWaveMerge(player, c_waveMain, c_waveAttack) [14] => AIWaveMerge(player, c_waveMain, c_waveAttack) [15] => AIWaveMerge(player, c_waveMain, c_waveAttack) [16] => AIWaveMerge(player, c_waveMain, c_waveAttack) [17] => AIWaveMerge(player, c_waveMain, c_waveAttack) [18] => AIWaveMerge(player, c_waveMain, c_waveAttack) [19] => AIWaveMerge(player, c_waveMain, c_waveAttack) [20] => AIWaveMerge(player, c_waveMain, c_waveAttack) [21] => AIWaveMerge(player, c_waveMain, c_waveAttack) ) [AIWaveMergeMelee] => Array ( [0] => native void AIWaveMergeMelee (int player); ) [WaveLastCreated] => Array ( [0] => native wave WaveLastCreated (); ) [AIGetBestTarget] => Array ( [0] => native point AIGetBestTarget (int player, playergroup enemies, point gatherPoint, int flags); ) [AIFindDropAttackTarget] => Array ( [0] => native bool AIFindDropAttackTarget (int player, point gatherPoint); ) [AILastDropLocation] => Array ( [0] => native point AILastDropLocation (); ) [AILastDropGoal] => Array ( [0] => native point AILastDropGoal (); [1] => AILastDropGoal())) ) [AIGetNextDropTimeCheck] => Array ( [0] => native fixed AIGetNextDropTimeCheck(int player); ) [AISetNextDropTimeCheck] => Array ( [0] => native void AISetNextDropTimeCheck(int player, fixed time); ) [AILastAttackRatio] => Array ( [0] => native int AILastAttackRatio (wave w); [1] => AILastAttackRatio(w) ) [AILastAttackStartEval] => Array ( [0] => native int AILastAttackStartEval (wave w); ) [AIAttackWaveAddUnits] => Array ( [0] => native void AIAttackWaveAddUnits (int difficulty, int count, string unitType); [1] => AIAttackWaveAddUnits(2, n1, unitType) [2] => AIAttackWaveAddUnits(3, n2, unitType) [3] => AIAttackWaveAddUnits(4, n3, unitType) [4] => AIAttackWaveAddUnits(5, n4, unitType) ) [AIAttackWaveAddUnits4] => Array ( [0] => void AIAttackWaveAddUnits4 (int n1, int n2, int n3, int n4, string unitType) { [1] => AIAttackWaveAddUnits4 (int n1, int n2, int n3, int n4, string unitType) [2] => AIAttackWaveAddUnits4(n1,n2,n3,n3,unitType) ) [AIAttackWaveAddUnits3] => Array ( [0] => void AIAttackWaveAddUnits3 (int n1, int n2, int n3, string unitType) { [1] => AIAttackWaveAddUnits3 (int n1, int n2, int n3, string unitType) ) [AIAttackWaveSend] => Array ( [0] => native int AIAttackWaveSend (int player, int time, bool wait); ) [AIAttackWaveCancel] => Array ( [0] => native void AIAttackWaveCancel (wave waveRef); ) [AIAttackWaveSetGatherPoint] => Array ( [0] => native void AIAttackWaveSetGatherPoint (int player, point gather); ) [AIAttackWaveUseUnit] => Array ( [0] => native void AIAttackWaveUseUnit (int player, unit u); ) [AIAttackWaveUseGroup] => Array ( [0] => native void AIAttackWaveUseGroup (int player, unitgroup ug); ) [AIAttackWaveAddEscortUnit] => Array ( [0] => native void AIAttackWaveAddEscortUnit (int player, unit u, unit escort, fixed offset, fixed angle); ) [AIAttackWaveAddEscortType] => Array ( [0] => native void AIAttackWaveAddEscortType (int player, string unitType, unit escort, fixed offset, fixed angle); ) [AIAttackWaveSetTargetUnit] => Array ( [0] => native void AIAttackWaveSetTargetUnit (int player, unit u); ) [AIAttackWaveSetTargetUnitGroup] => Array ( [0] => native void AIAttackWaveSetTargetUnitGroup (int player, unitgroup ug); ) [AIAttackWaveSetTargetUnitPoint] => Array ( [0] => native void AIAttackWaveSetTargetUnitPoint (int player, unit u); ) [AIAttackWaveSetTargetPoint] => Array ( [0] => native void AIAttackWaveSetTargetPoint (int player, point p); ) [AIAttackWaveSetTargetPlayer] => Array ( [0] => native void AIAttackWaveSetTargetPlayer (int player, playergroup players); ) [AIAttackWaveSetTargetMelee] => Array ( [0] => native void AIAttackWaveSetTargetMelee (int player); ) [AIAttackWaveSetTargetMeleeHarass] => Array ( [0] => native void AIAttackWaveSetTargetMeleeHarass (int player); ) [AIAttackWaveSetTargetMeleeDrop] => Array ( [0] => native void AIAttackWaveSetTargetMeleeDrop (int player, point dropLoc, point goalLoc); ) [AIAttackWaveSetTargetMeleeDefend] => Array ( [0] => native void AIAttackWaveSetTargetMeleeDefend (int player); ) [AIAttackWaveSetTargetMerge] => Array ( [0] => native void AIAttackWaveSetTargetMerge (int player, wave w); ) [AIAttackWaveSetTargetPatrol] => Array ( [0] => native void AIAttackWaveSetTargetPatrol (int player, int replaceType); ) [AIAttackWaveSetTargetEscort] => Array ( [0] => native void AIAttackWaveSetTargetEscort (int player, unitgroup g, int replaceType); ) [AIAttackWaveSetTargetEscortNL] => Array ( [0] => native void AIAttackWaveSetTargetEscortNL (int player, unitgroup g, int replaceType); ) [AIAttackWaveSetTargetGatherO] => Array ( [0] => native void AIAttackWaveSetTargetGatherO (int player, int town); ) [AIAttackWaveSetTargetGatherD] => Array ( [0] => native void AIAttackWaveSetTargetGatherD (int player, int town); ) [AIAttackWaveSetTargetRegion] => Array ( [0] => native void AIAttackWaveSetTargetRegion (int player, region r, int replaceType); ) [AIAttackWaveSetGatherEarlyNoReplace] => Array ( [0] => native void AIAttackWaveSetGatherEarlyNoReplace (int player); ) [AIAttackWaveSetKeepAlive] => Array ( [0] => native void AIAttackWaveSetKeepAlive (int player); ) [AIAttackWaveAddWaypoint] => Array ( [0] => native void AIAttackWaveAddWaypoint (int player, point waypoint, bool useTransport); ) [AIAttackWaveClearWaypoints] => Array ( [0] => native void AIAttackWaveClearWaypoints (int player); ) [AISetMinimumBullyCount] => Array ( [0] => native void AISetMinimumBullyCount (int count, string unitType, int player); ) [AISetGeneralRebuildCount] => Array ( [0] => native void AISetGeneralRebuildCount (int count, bool building, int player); ) [AISetSpecificRebuildCount] => Array ( [0] => native void AISetSpecificRebuildCount (int count, string unitType, int player); ) [AISetBullyAttackWavePercent] => Array ( [0] => native void AISetBullyAttackWavePercent (int percent, int player); ) [AINearestTownLimitWaveGather] => Array ( [0] => native void AINearestTownLimitWaveGather (int player, bool enable); ) [AINearestTownBullyRebuild] => Array ( [0] => native void AINearestTownBullyRebuild (int player, bool enable); ) [AIToggleBulliesInRegion] => Array ( [0] => native void AIToggleBulliesInRegion (int player, region reg, bool activate); ) [AIResetBullyRebuildCountsInRegion] => Array ( [0] => native void AIResetBullyRebuildCountsInRegion (int player, region reg); ) [AIClearAllBullies] => Array ( [0] => native void AIClearAllBullies (int player); ) [AIAddBully] => Array ( [0] => native void AIAddBully (int player, string unitType, point loc, int rebuildCount); ) [AIGetBullyType] => Array ( [0] => native string AIGetBullyType (unit u); [1] => AIGetBullyType(aiUnit) [2] => AIGetBullyType(aiUnit) [3] => AIGetBullyType(aiUnit) ) [if] => [AIWaveSetUserData] => Array ( [0] => AIWaveSetUserData (wave waveRef, int index, int data) ) [AIWaveGetUserData] => Array ( [0] => AIWaveGetUserData (wave waveRef, int index) ) [libNtve_InitLib] => Array ( [0] => void libNtve_InitLib () {} [1] => libNtve_InitLib () ) [AIGetDefaultBuildFlags] => Array ( [0] => int AIGetDefaultBuildFlags (int player, string objType) { [1] => AIGetDefaultBuildFlags (int player, string objType) ) [DebugAI] => Array ( [0] => void DebugAI (string s) { [1] => DebugAI (string s) [2] => DebugAI(s + "= " + value) [3] => DebugAI(s + "= true") [4] => DebugAI(s + "= false") [5] => DebugAI(msg) [6] => DebugAI(msg) [7] => DebugAI(msg) [8] => DebugAI(msg) [9] => DebugAI("=====PROTOSS=====\n") [10] => DebugAI("=====TERRAN=====\n") [11] => DebugAI("=====ZERG=====\n") ) [DebugAIPlayer] => Array ( [0] => void DebugAIPlayer (int player, string s) { [1] => DebugAIPlayer (int player, string s) [2] => DebugAIPlayer(player, s) ) [DebugAIPlayerWave] => Array ( [0] => void DebugAIPlayerWave (int player, string s) { [1] => DebugAIPlayerWave(player, "defend1 set wave = retreat to gather defense"); [2] => DebugAIPlayerWave(player, "defend3 set defend = idle at gather defense"); [3] => DebugAIPlayerWave(player, "main2 set main = idle at gather offense"); [4] => DebugAIPlayerWave(player, "divert1 set divert = idle at gather defense");//xxx [5] => DebugAIPlayerWave(player, "divert2 set divert = retreat to harass point");//xxx [6] => DebugAIPlayerWave(player, "divert3 set divert = attack harass target");//xxx [7] => DebugAIPlayerWave(player, "home set divert = idle at gather defense"); [8] => DebugAIPlayerWave(player, "clearobs1 merge clear obstruction -> main"); [9] => DebugAIPlayerWave(player, "clearobs2 set clear obstruction = clear obstruction"); [10] => DebugAIPlayerWave(player, "attack1drop merge main -> attack; set attack = drop attack"); [11] => DebugAIPlayerWave(player, "attack1 merge main -> attack; set attack = attack vs. melee target"); [12] => DebugAIPlayerWave(player, "attack1a In drop attack state, but not drop attack wave state?"); [13] => DebugAIPlayerWave(player, "attack2 merge main -> attack; set attack = retreat to gather offense"); [14] => DebugAIPlayerWave(player, "attack3 set attack = retreat to gather offense"); [15] => DebugAIPlayerWave(player, "attack3drop set attack = drop retreat to gather offense"); [16] => DebugAIPlayerWave(player, "attack4 merge main -> attack"); [17] => DebugAIPlayerWave(player, "merge1 merge main -> attack"); [18] => DebugAIPlayerWave (int player, string s) [19] => DebugAIPlayerWave(player, "defend2 set wave = defend vs. threats") [20] => DebugAIPlayerWave(player, "attack5 set attack = idle at gather offense") ) [DebugVarInt] => Array ( [0] => void DebugVarInt (string s, int value) { [1] => DebugVarInt (string s, int value) [2] => DebugVarInt("const", c_planeAir) [3] => DebugVarInt("allyCount:", allyCount) ) [DebugVarString] => Array ( [0] => void DebugVarString (string s, string value) { [1] => DebugVarString (string s, string value) ) [DebugVarInt2] => Array ( [0] => void DebugVarInt2 (string s1, int value1, string s2, int value2) { [1] => DebugVarInt2 (string s1, int value1, string s2, int value2) ) [DebugVarInt3] => Array ( [0] => void DebugVarInt3 (string s1, int value1, string s2, int value2, string s3, int value3) { [1] => DebugVarInt3 (string s1, int value1, string s2, int value2, string s3, int value3) ) [DebugVarBool] => Array ( [0] => void DebugVarBool (string s, bool value) { [1] => DebugVarBool (string s, bool value) [2] => DebugVarBool("grnd", groundEnemies) [3] => DebugVarBool("air", airEnemies) ) [AttackStateName] => Array ( [0] => string AttackStateName (int state) { [1] => AttackStateName (int state) [2] => AttackStateName(attackState) [3] => AttackStateName(AIState(player, e_attackState)) [4] => AttackStateName(AIState(player, e_attackState)) [5] => AttackStateName(AIState(player, e_attackState)) ) [WaveStateName] => Array ( [0] => string WaveStateName (int state) { [1] => WaveStateName (int state) [2] => WaveStateName(AIWaveState(w)) ) [DebugWave] => Array ( [0] => void DebugWave (int player, string name, wave w) { [1] => DebugWave (int player, string name, wave w) ) [DebugMelee] => Array ( [0] => void DebugMelee (int player) { [1] => DebugMelee (int player) [2] => DebugMelee(StringToInt(StringWord(EventChatMessage(false), 2))) [3] => DebugMelee(player) [4] => DebugMelee(player) [5] => DebugMelee(player) ) [DebugMeleeTrigger] => Array ( [0] => bool DebugMeleeTrigger (bool c, bool a) { [1] => DebugMeleeTrigger (bool c, bool a) ) [DebugMeleeInit] => Array ( [0] => void DebugMeleeInit () { [1] => DebugMeleeInit () [2] => DebugMeleeInit() ) [MainStateName] => Array ( [0] => string MainStateName (int state) { [1] => MainStateName (int state) [2] => MainStateName(AIState(player, e_mainState)) [3] => MainStateName(AIState(player, e_mainState)) [4] => MainStateName(AIState(player, e_mainState)) ) [AISetAttackState] => Array ( [0] => void AISetAttackState (int player, int attackState) { [1] => AISetAttackState (int player, int attackState) [2] => AISetAttackState(player, e_attackState_DropAttack) [3] => AISetAttackState(player, e_attackState_Attack) [4] => AISetAttackState(player, e_attackState_Attack) [5] => AISetAttackState(player, e_attackState_Attack) [6] => AISetAttackState(player, e_attackState_Attack) [7] => AISetAttackState(player, e_attackState_Attack) [8] => AISetAttackState(player, e_attackState_Scared) [9] => AISetAttackState(player, e_attackState_Retreat) [10] => AISetAttackState(player, e_attackState_Retreat) [11] => AISetAttackState(player, e_attackState_DropRetreat) [12] => AISetAttackState(player, e_attackState_DropRetreat) [13] => AISetAttackState(player, e_attackState_Attack) [14] => AISetAttackState(player, e_attackState_Retreat) [15] => AISetAttackState(player, e_attackState_InRetreat) [16] => AISetAttackState(player, e_attackState_InRetreat) [17] => AISetAttackState(player, e_attackState_Idle) [18] => AISetAttackState(player, e_attackState_Attack) [19] => AISetAttackState(player, e_attackState_Attack) [20] => AISetAttackState(player, e_attackState_Attack) [21] => AISetAttackState(player, e_attackState_Attack) [22] => AISetAttackState(player, e_attackState_Attack) [23] => AISetAttackState(player, e_attackState_Attack) [24] => AISetAttackState(player, e_attackState_Attack) [25] => AISetAttackState(player, e_attackState_Attack) [26] => AISetAttackState(player, e_attackState_Attack) [27] => AISetAttackState(player, e_attackState_Attack) [28] => AISetAttackState(player, e_attackState_Attack) [29] => AISetAttackState(player, e_attackState_Attack) [30] => AISetAttackState(player, e_attackState_Attack) [31] => AISetAttackState(player, e_attackState_Attack) [32] => AISetAttackState(player, e_attackState_Attack) [33] => AISetAttackState(player, e_attackState_Attack) [34] => AISetAttackState(player, e_attackState_Attack) [35] => AISetAttackState(player, e_attackState_Attack) ) [AISetMainState] => Array ( [0] => void AISetMainState (int player, int mainState, int mainSubState) { [1] => AISetMainState (int player, int mainState, int mainSubState) [2] => AISetMainState(player, e_mainState_Disabled, e_mainSubState_Unset) [3] => AISetMainState(player, e_mainState_Disabled, e_mainSubState_Unset) [4] => AISetMainState(player, state, subState) [5] => AISetMainState(player, state, subState) [6] => AISetMainState(player, state, subState) [7] => AISetMainState(player, state1, state2) [8] => AISetMainState(player, state, e_mainSubState_Unset) [9] => AISetMainState(player, e_mainState_Mid1, e_mainSubState_AirA) [10] => AISetMainState(player, e_mainState_Mid1, e_mainSubState_AirB) [11] => AISetMainState(player, e_mainState_Late1, e_mainSubState_AirA) [12] => AISetMainState(player, state, e_mainSubState_Unset) [13] => AISetMainState(player, e_mainState_Mid1, e_mainSubState_AirA) [14] => AISetMainState(player, e_mainState_Mid1, e_mainSubState_AirB) [15] => AISetMainState(player, e_mainState_Late1, e_mainSubState_AirA) [16] => AISetMainState(player, state, e_mainSubState_Unset) [17] => AISetMainState(player, e_mainState_Mid1, e_mainSubState_AirA) [18] => AISetMainState(player, e_mainState_Mid1, e_mainSubState_AirB) [19] => AISetMainState(player, e_mainState_Late1, e_mainSubState_AirA) ) [EndMeleeScript] => Array ( [0] => void EndMeleeScript (int player) { [1] => EndMeleeScript (int player) [2] => EndMeleeScript(player) [3] => EndMeleeScript(player) [4] => EndMeleeScript(player) ) [ErrorMeleeScript] => Array ( [0] => void ErrorMeleeScript (int player, string error) { [1] => ErrorMeleeScript (int player, string error) [2] => ErrorMeleeScript(player, "Invalid mainState") [3] => ErrorMeleeScript(player, "Invalid Mid mainSubState") [4] => ErrorMeleeScript(player, "Invalid Late mainSubState") [5] => ErrorMeleeScript(player, "Invalid mainState") [6] => ErrorMeleeScript(player, "Invalid Mid mainSubState") [7] => ErrorMeleeScript(player, "Invalid Late mainSubState") [8] => ErrorMeleeScript(player, "Invalid mainState") [9] => ErrorMeleeScript(player, "Invalid Mid mainSubState") [10] => ErrorMeleeScript(player, "Invalid Late mainSubState") ) [AISetGasPeons] => Array ( [0] => void AISetGasPeons (int player, int count, string type, string from) { [1] => AISetGasPeons (int player, int count, string type, string from) [2] => AISetGasPeons(player, 3, c_ZU_Drone, c_ZB_Extractor ) [3] => AISetGasPeons(player, 4, c_ZU_Drone, c_ZB_Extractor ) [4] => AISetGasPeons(player, 4, c_ZU_Drone, c_ZB_Extractor ) [5] => AISetGasPeons(player, 4, c_ZU_Drone, c_ZB_Extractor ) [6] => AISetGasPeons(player, 4, c_ZU_Drone, c_ZB_Extractor ) ) [AISetStockAll] => Array ( [0] => void AISetStockAll (int player, string source, int max, string what) { [1] => AISetStockAll (int player, string source, int max, string what) ) [AIMergeUnit] => Array ( [0] => void AIMergeUnit (int player, unit u, wave w) { [1] => AIMergeUnit (int player, unit u, wave w) [2] => AIMergeUnit(player, u, w) ) [AINewUnitDefault] => Array ( [0] => void AINewUnitDefault (int player, unit u) { [1] => AINewUnitDefault (int player, unit u) [2] => AINewUnitDefault(player, u) [3] => AINewUnitDefault(player, u) [4] => AINewUnitDefault(player, u) ) [AICreateOrder] => Array ( [0] => order AICreateOrder (int player, string abilLink, int abilIndex) { [1] => AICreateOrder (int player, string abilLink, int abilIndex) [2] => AICreateOrder(player, abilLink, 0) [3] => AICreateOrder(player, abilLink, abilIndex) [4] => AICreateOrder(player, c_AB_Rally, commandIndex) [5] => AICreateOrder(player, c_AB_Rally, commandIndex) [6] => AICreateOrder(player, c_AB_ForceField, 0) [7] => AICreateOrder(player, c_AB_Hallucinate, e_AB_Hallucinate_Zealot) [8] => AICreateOrder(player, c_AB_Hallucinate, e_AB_Hallucinate_Stalker) [9] => AICreateOrder(player, c_AB_Hallucinate, e_AB_Hallucinate_Immortal) [10] => AICreateOrder(player, c_AB_UpgradeToWarpGate, 0) [11] => AICreateOrder(player, c_AB_WPPhasingMode, 0) [12] => AICreateOrder(player, c_AB_WPTransportMode, 0) [13] => AICreateOrder(player, c_AB_250mmStrikeCannons, 0) [14] => AICreateOrder(player, c_AB_Snipe, 0) [15] => AICreateOrder(player, c_AB_D8Charge, 0) [16] => AICreateOrder(player, c_AB_Yamato, 0) [17] => AICreateOrder(player, c_AB_FighterMode, 0) [18] => AICreateOrder(player, c_AB_AssaultMode, 0) [19] => AICreateOrder(player, command, e_AB_TransportUnloadUnit) [20] => AICreateOrder(player, command, e_AB_TransportLoadUnit) [21] => AICreateOrder(player, command, e_AB_TransportUnloadAll) [22] => AICreateOrder(player, command, e_AB_TransportLoadAll) [23] => AICreateOrder(player, command, e_AB_TransportLoadUnit) [24] => AICreateOrder(player, c_AB_SupplyDrop, 0) [25] => AICreateOrder(player, c_AB_CalldownMULE, 0) [26] => AICreateOrder(player, c_AB_CalldownMULE, 0) [27] => AICreateOrder(player, c_AB_ScannerSweep, 0) [28] => AICreateOrder(player, c_AB_Transfusion, 0) [29] => AICreateOrder(player, c_AB_SpawnMutantLarva, 0) [30] => AICreateOrder(player, c_AB_QueenBuild, 1) [31] => AICreateOrder(player, c_AB_NeuralParasite, 0) [32] => AICreateOrder(player, c_AB_UnstableMutation, 0) [33] => AICreateOrder(player, c_AB_InfestedTerrans, 0) [34] => AICreateOrder(player, c_AB_SapStructure, 0) [35] => AICreateOrder(player, c_AB_FungalGrowth, 0) [36] => AICreateOrder(player, c_AB_AcidSpores, 0) [37] => AICreateOrder(player, c_AB_Changeling, 0) [38] => AICreateOrder(player, c_AB_Follow, 0) [39] => AICreateOrder(player, c_AB_Follow, 0) ) [AITacticalOrder] => Array ( [0] => order AITacticalOrder (int player, unit aiUnit, string abilLink) { [1] => AITacticalOrder (int player, unit aiUnit, string abilLink) [2] => AITacticalOrder(player, aiUnit, c_AB_ProbeBuff) [3] => AITacticalOrder(player, aiUnit, c_AB_ArgusLink) [4] => AITacticalOrder(player, aiUnit, c_AB_ShieldBattery) [5] => AITacticalOrder(player, aiUnit, c_AB_Vortex) [6] => AITacticalOrder(player, aiUnit, c_AB_TemporalRift) [7] => AITacticalOrder(player, aiUnit, c_AB_PhaseShift) [8] => AITacticalOrder(player, aiUnit, c_AB_SeekerMissile) [9] => AITacticalOrder(player, aiUnit, c_AB_AutoTurret) ) [AITacticalOrderIndex] => Array ( [0] => order AITacticalOrderIndex (int player, unit aiUnit, string abilLink, int abilIndex) { [1] => AITacticalOrderIndex (int player, unit aiUnit, string abilLink, int abilIndex) ) [AICombatPriority] => Array ( [0] => unit AICombatPriority (unit target, unitgroup attackers, unitgroup enemies) { [1] => AICombatPriority (unit target, unitgroup attackers, unitgroup enemies) ) [AIDefendTown] => Array ( [0] => void AIDefendTown (int player, wave w) { [1] => AIDefendTown (int player, wave w) [2] => AIDefendTown(player, w) [3] => AIDefendTown(player, w) [4] => AIDefendTown(player, w) [5] => AIDefendTown(player, w) [6] => AIDefendTown(player, w) ) [AIWaveDefend] => Array ( [0] => void AIWaveDefend (int player, wave w) { [1] => AIWaveDefend (int player, wave w) [2] => AIWaveDefend(player, w) ) [AIWaveMain] => Array ( [0] => void AIWaveMain (int player, wave w) { [1] => AIWaveMain (int player, wave w) [2] => AIWaveMain(player, w) ) [AIWaveDivert] => Array ( [0] => void AIWaveDivert (int player, wave w, int stateIndex) { [1] => AIWaveDivert (int player, wave w, int stateIndex) [2] => AIWaveDivert(player, w, e_divert1State) [3] => AIWaveDivert(player, w, e_divert2State) ) [AIWaveHome] => Array ( [0] => void AIWaveHome (int player, wave w) { [1] => AIWaveHome (int player, wave w) [2] => AIWaveHome(player, w) ) [AIWaveClearObs] => Array ( [0] => void AIWaveClearObs (int player, wave w) { [1] => AIWaveClearObs (int player, wave w) [2] => AIWaveClearObs(player, w) ) [AINewDetector] => Array ( [0] => void AINewDetector (int player, unit u, bool offerToScout) { [1] => AINewDetector (int player, unit u, bool offerToScout) [2] => AINewDetector(player, u, true) [3] => AINewDetector(player, u, false) [4] => AINewDetector(player, u, true) ) [AIWaveNeedClearObsUnits] => Array ( [0] => bool AIWaveNeedClearObsUnits (int player) { [1] => AIWaveNeedClearObsUnits (int player) ) [AIWaveAttackDefend] => Array ( [0] => static bool AIWaveAttackDefend (int player, wave w, int state) { [1] => AIWaveAttackDefend (int player, wave w, int state) [2] => AIWaveAttackDefend(player, c_nullWave, e_attackState_Attack) ) [AIIsAttacking] => Array ( [0] => bool AIIsAttacking (int player) { [1] => AIIsAttacking (int player) ) [AINeedsDefending] => Array ( [0] => bool AINeedsDefending (int player) { [1] => AINeedsDefending (int player) ) [TestUseDropAttack] => Array ( [0] => bool TestUseDropAttack (int player, wave w) { [1] => TestUseDropAttack (int player, wave w) ) [AdvancedIdleAttackLogic] => Array ( [0] => void AdvancedIdleAttackLogic (int player, wave w, int count) { [1] => AdvancedIdleAttackLogic (int player, wave w, int count) [2] => AdvancedIdleAttackLogic(player, w, count) ) [AIWaveAttack] => Array ( [0] => void AIWaveAttack (int player, wave w) { [1] => AIWaveAttack (int player, wave w) [2] => AIWaveAttack(player, w) ) [AIWaveThinkDefault] => Array ( [0] => void AIWaveThinkDefault (int player, wave w, int type) { [1] => AIWaveThinkDefault (int player, wave w, int type) [2] => AIWaveThinkDefault(player, w, type) [3] => AIWaveThinkDefault(player, w, type) [4] => AIWaveThinkDefault(player, w, type) ) [AIMainStateSelect] => Array ( [0] => int AIMainStateSelect (int player, int roll, int range, int state, int subState) { [1] => AIMainStateSelect (int player, int roll, int range, int state, int subState) ) [AIMergeWait] => Array ( [0] => void AIMergeWait (int player, int count, string what, int size, int state, int subState) { [1] => AIMergeWait (int player, int count, string what, int size, int state, int subState) ) [AIStockAndWait] => Array ( [0] => bool AIStockAndWait (int player, int count, string type) { [1] => AIStockAndWait (int player, int count, string type) ) [AISuspectDetectionDanger] => Array ( [0] => bool AISuspectDetectionDanger (int player) { [1] => AISuspectDetectionDanger (int player) ) [AITownIsFull] => Array ( [0] => void AITownIsFull (int player, int town) { [1] => AITownIsFull (int player, int town) ) [AITownWasLost] => Array ( [0] => void AITownWasLost (int player, int town) { [1] => AITownWasLost (int player, int town) ) [AIMineralsTotal] => Array ( [0] => int AIMineralsTotal (int player) { [1] => AIMineralsTotal (int player) ) [AIWavePrimaryCount] => Array ( [0] => int AIWavePrimaryCount (int player) { [1] => AIWavePrimaryCount (int player) ) [AIDiffEnum] => Array ( [0] => int AIDiffEnum (int player, int base) { [1] => AIDiffEnum (int player, int base) [2] => AIDiffEnum(player, e_mainState_OpenGnd0) [3] => AIDiffEnum(player, e_mainState_OpenAir0) [4] => AIDiffEnum(player, e_mainState_OpenGnd0) [5] => AIDiffEnum(player, e_mainState_OpenAir0) [6] => AIDiffEnum(player, e_mainState_OpenGnd0) [7] => AIDiffEnum(player, e_mainState_OpenAir0) ) [AIDiffThreshold] => Array ( [0] => int AIDiffThreshold (int player, int defaultValue, int threshold, int alternateValue) { [1] => AIDiffThreshold (int player, int defaultValue, int threshold, int alternateValue) [2] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [3] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [4] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [5] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [6] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [7] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [8] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [9] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [10] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [11] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [12] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [13] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [14] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [15] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [16] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [17] => AIDiffThreshold(player, c_combatDisable, group1, c_combatEnable)) [18] => AIDiffThreshold(player, c_combatDisable, group2, c_combatEnable)) [19] => AIDiffThreshold(player, c_combatDisable, group2, c_combatEnable)) [20] => AIDiffThreshold(player, c_combatDisable, group2, c_combatEnable)) [21] => AIDiffThreshold(player, c_combatDisable, group2, c_combatEnable)) [22] => AIDiffThreshold(player, c_combatDisable, group2, c_combatEnable)) ) [AIAddDetectionDangerUnits] => Array ( [0] => void AIAddDetectionDangerUnits (int player) { [1] => AIAddDetectionDangerUnits (int player) [2] => AIAddDetectionDangerUnits(player) ) [AIMeleeStart] => Array ( [0] => void AIMeleeStart (int player) { [1] => AIMeleeStart (int player) ) [StringToText] => Array ( [0] => StringToText(s), true) [1] => StringToText("[") [2] => StringToText("] ") [3] => StringToText(s) [4] => StringToText(msg)) [5] => StringToText(msg)) ) [PlayerColorName] => Array ( [0] => PlayerColorName(PlayerGetColorIndex(player, false)) ) [IntToString] => Array ( [0] => IntToString(value)) [1] => IntToString(value2)) [2] => IntToString(value1) [3] => IntToString(value2) [4] => IntToString(value3) [5] => IntToString(state) [6] => IntToString(state) [7] => IntToString(AIWaveUnitCount(w)) [8] => IntToString(AIWaveEvalRatio(w, c_evalRange)) [9] => IntToString(AIWaveGetTimeInCombat(w)) [10] => IntToString(AIWaveGetTimeSinceCombat(w)) [11] => IntToString(state) [12] => IntToString(oldSubState) + ") [13] => IntToString(mainSubState) + ") [14] => IntToString(player) [15] => IntToString(player) [16] => IntToString(state) [17] => IntToString(state) [18] => IntToString(state) ) [TriggerAddEventChatMessage] => Array ( [0] => TriggerAddEventChatMessage(t, 1, "waves", false) ) [PlayerRace] => Array ( [0] => PlayerRace(player) [1] => PlayerRace(player) [2] => PlayerRace(player) [3] => PlayerRace(player) ) [AbilityCommand] => Array ( [0] => AbilityCommand(abilLink, abilIndex) ) [Order] => Array ( [0] => Order(cmd) ) [OrderSetPlayer] => Array ( [0] => OrderSetPlayer(ord, player) ) [UnitGetPropertyInt] => Array ( [0] => UnitGetPropertyInt(obstruction, c_unitPropLifePercent, c_unitPropCurrent) [1] => UnitGetPropertyInt(enemyUnit, c_unitPropLifePercent, c_unitPropCurrent) [2] => UnitGetPropertyInt(friendlyUnit, c_unitPropLifePercent, c_unitPropCurrent) [3] => UnitGetPropertyInt(aiUnit, c_unitPropEnergy, c_unitPropCurrent) [4] => UnitGetPropertyInt(aiUnit, c_unitPropVitalityPercent, c_unitPropCurrent) [5] => UnitGetPropertyInt(aiUnit, c_unitPropEnergy, c_unitPropCurrent) [6] => UnitGetPropertyInt(aiUnit, c_unitPropEnergy, c_unitPropCurrent) ) [minutes] => Array ( [0] => minutes (leaves the AI too open to being rushed) ) [successful] => Array ( [0] => successful (we killed a good bit more than we lost) ) [even] => Array ( [0] => even (we did fight and we killed about as much as we lost) ) [failure] => Array ( [0] => failure (we either retreated right away or lost more then we killed) ) [IntToFixed] => Array ( [0] => IntToFixed(AILastAttackStartEval(w)) * 1.33) ) [town] => Array ( [0] => town (or all buildings) ) [PlayerDifficulty] => Array ( [0] => PlayerDifficulty(player) [1] => PlayerDifficulty(player) [2] => PlayerDifficulty(player) [3] => PlayerDifficulty(player) ) [DifficultyAPM] => Array ( [0] => DifficultyAPM(PlayerDifficulty(player))) ) [PlayerStartLocation] => Array ( [0] => PlayerStartLocation(player)) ) [AISpecifiedMakers] => Array ( [0] => AISpecifiedMakers() [1] => void AISpecifiedMakers () { [2] => AISpecifiedMakers () ) [AIGenericStock] => Array ( [0] => static void AIGenericStock (int player, int state1, int state2) { [1] => AIGenericStock (int player, int state1, int state2) [2] => AIGenericStock(player, nextState, e_mainSubState_GndA) [3] => AIGenericStock(player, nextState, e_mainSubState_GndB) [4] => AIGenericStock(player, nextState, e_mainSubState_GndA) ) [AIEnableStockOpen] => Array ( [0] => static bool AIEnableStockOpen (int player, string peonType, int time, bool veryEasy, int nextState) { [1] => AIEnableStockOpen (int player, string peonType, int time, bool veryEasy, int nextState) [2] => AIEnableStockOpen(player, peonType, 480, true, e_mainState_Mid0) [3] => AIEnableStockOpen(player, peonType, 450, false, e_mainState_Mid1) [4] => AIEnableStockOpen(player, peonType, 420, false, e_mainState_Mid2) [5] => AIEnableStockOpen(player, peonType, 390, false, e_mainState_Mid3) ) [AIEnableVeryEasyStockOpen] => Array ( [0] => bool AIEnableVeryEasyStockOpen (int player, string peonType) { [1] => AIEnableVeryEasyStockOpen (int player, string peonType) ) [AIEnableEasyStockOpen] => Array ( [0] => bool AIEnableEasyStockOpen (int player, string peonType) { [1] => AIEnableEasyStockOpen (int player, string peonType) ) [AIEnableMediumStockOpen] => Array ( [0] => bool AIEnableMediumStockOpen (int player, string peonType) { [1] => AIEnableMediumStockOpen (int player, string peonType) ) [AIEnableHardStockOpen] => Array ( [0] => bool AIEnableHardStockOpen (int player, string peonType) { [1] => AIEnableHardStockOpen (int player, string peonType) ) [AIVeryEasyHarvest] => Array ( [0] => void AIVeryEasyHarvest (int player, string peonType, int count) { [1] => AIVeryEasyHarvest (int player, string peonType, int count) [2] => AIVeryEasyHarvest(player, peonType, count) [3] => AIVeryEasyHarvest(player, peonType, count) [4] => AIVeryEasyHarvest(player, peonType, count) ) [AIEnableStockMidA] => Array ( [0] => static bool AIEnableStockMidA (int player, string peonType, int count, bool veryEasy, int time, int nextState) { [1] => AIEnableStockMidA (int player, string peonType, int count, bool veryEasy, int time, int nextState) [2] => AIEnableStockMidA(player, peonType, count, true, 840, e_mainState_Mid0) [3] => AIEnableStockMidA(player, "", 0, false, 790, e_mainState_Mid1) [4] => AIEnableStockMidA(player, "", 0, false, 740, e_mainState_Mid2) [5] => AIEnableStockMidA(player, "", 0, false, 690, e_mainState_Mid3) ) [AIEnableVeryEasyStockMidA] => Array ( [0] => bool AIEnableVeryEasyStockMidA (int player, string peonType, int count) { [1] => AIEnableVeryEasyStockMidA (int player, string peonType, int count) ) [AIEnableEasyStockMidA] => Array ( [0] => bool AIEnableEasyStockMidA (int player) { [1] => AIEnableEasyStockMidA (int player) ) [AIEnableMediumStockMidA] => Array ( [0] => bool AIEnableMediumStockMidA (int player) { [1] => AIEnableMediumStockMidA (int player) ) [AIEnableHardStockMidA] => Array ( [0] => bool AIEnableHardStockMidA (int player) { [1] => AIEnableHardStockMidA (int player) ) [AIEnableStockMidB] => Array ( [0] => bool AIEnableStockMidB (int player, string peonType, int count, bool veryEasy, int time, int nextState) { [1] => AIEnableStockMidB (int player, string peonType, int count, bool veryEasy, int time, int nextState) [2] => AIEnableStockMidB(player, peonType, count, true, 1200, e_mainState_Late0) [3] => AIEnableStockMidB(player, peonType, count, false, 1130, e_mainState_Late1) [4] => AIEnableStockMidB(player, peonType, count, false, 1060, e_mainState_Late2) [5] => AIEnableStockMidB(player, peonType, count, false, 990, e_mainState_Late3) ) [AIEnableVeryEasyStockMidB] => Array ( [0] => bool AIEnableVeryEasyStockMidB (int player, string peonType, int count) { [1] => AIEnableVeryEasyStockMidB (int player, string peonType, int count) ) [AIEnableEasyStockMidB] => Array ( [0] => bool AIEnableEasyStockMidB (int player, string peonType, int count) { [1] => AIEnableEasyStockMidB (int player, string peonType, int count) ) [AIEnableMediumStockMidB] => Array ( [0] => bool AIEnableMediumStockMidB (int player, string peonType, int count) { [1] => AIEnableMediumStockMidB (int player, string peonType, int count) ) [AIEnableHardStockMidB] => Array ( [0] => bool AIEnableHardStockMidB (int player, string peonType, int count) { [1] => AIEnableHardStockMidB (int player, string peonType, int count) ) [AIEnableStockLate] => Array ( [0] => static bool AIEnableStockLate (int player, string peonType, int count, int time) { [1] => AIEnableStockLate (int player, string peonType, int count, int time) [2] => AIEnableStockLate(player, peonType, count, 300) [3] => AIEnableStockLate(player, peonType, count, 280) [4] => AIEnableStockLate(player, peonType, count, 260) [5] => AIEnableStockLate(player, peonType, count, 240) ) [AIEnableVeryEasyStockLate] => Array ( [0] => bool AIEnableVeryEasyStockLate (int player, string peonType, int count) { [1] => AIEnableVeryEasyStockLate (int player, string peonType, int count) ) [AIEnableEasyStockLate] => Array ( [0] => bool AIEnableEasyStockLate (int player, string peonType, int count) { [1] => AIEnableEasyStockLate (int player, string peonType, int count) ) [AIEnableMediumStockLate] => Array ( [0] => bool AIEnableMediumStockLate (int player, string peonType, int count) { [1] => AIEnableMediumStockLate (int player, string peonType, int count) ) [AIEnableHardStockLate] => Array ( [0] => bool AIEnableHardStockLate (int player, string peonType, int count) { [1] => AIEnableHardStockLate (int player, string peonType, int count) ) [AIPickFrom2] => Array ( [0] => string AIPickFrom2 (string a, string b) { [1] => AIPickFrom2 (string a, string b) [2] => AIPickFrom2(c_PU_Zealot, c_PU_Disruptor), 1) [3] => AIPickFrom2(c_PU_Zealot, c_PU_Disruptor), 1) [4] => AIPickFrom2(c_PU_Zealot, c_PU_Stalker), 1) [5] => AIPickFrom2(c_PU_Zealot, c_PU_Disruptor), 1) [6] => AIPickFrom2(c_TU_Ghost, c_TU_SiegeTank), 1) [7] => AIPickFrom2(c_TU_Hellion, c_TU_Marauder), 1) [8] => AIPickFrom2(c_TU_Hellion, c_TU_Marine), 1) [9] => AIPickFrom2(c_TU_Marauder, c_TU_Marine), 1) [10] => AIPickFrom2(c_TU_SiegeTank, c_TU_Ghost), 1) [11] => AIPickFrom2(c_TU_SiegeTank, c_TU_Ghost), 1) [12] => AIPickFrom2(c_TU_Hellion, c_TU_Marauder), 1) [13] => AIPickFrom2(c_TU_Hellion, c_TU_Marauder), 1) [14] => AIPickFrom2(c_ZU_Zergling, c_ZU_Roach), 1) [15] => AIPickFrom2(c_ZU_Hydralisk, c_ZU_Roach), 1) [16] => AIPickFrom2(c_ZU_Zergling, c_ZU_Roach), 1) ) [AIPickFrom3] => Array ( [0] => string AIPickFrom3 (string a, string b, string c) { [1] => AIPickFrom3 (string a, string b, string c) ) [AISetStockUserData] => Array ( [0] => void AISetStockUserData (int player) { [1] => AISetStockUserData (int player) [2] => AISetStockUserData(player) [3] => AISetStockUserData(player) [4] => AISetStockUserData(player) [5] => AISetStockUserData(player) [6] => AISetStockUserData(player) [7] => AISetStockUserData(player) [8] => AISetStockUserData(player) [9] => AISetStockUserData(player) [10] => AISetStockUserData(player) ) [TerranTechUp] => Array ( [0] => void TerranTechUp (int player, int tier) { [1] => TerranTechUp (int player, int tier) [2] => TerranTechUp(player, 1) [3] => TerranTechUp(player, 2) [4] => TerranTechUp(player, 3) [5] => TerranTechUp(player, 4) ) [ZergTechUp] => Array ( [0] => void ZergTechUp (int player, int tier) { [1] => ZergTechUp (int player, int tier) [2] => ZergTechUp(player, 1) [3] => ZergTechUp(player, 2) [4] => ZergTechUp(player, 3) [5] => ZergTechUp(player, 4) ) [ProtossTechUp] => Array ( [0] => void ProtossTechUp (int player, int tier) { [1] => ProtossTechUp (int player, int tier) [2] => ProtossTechUp(player, 1) [3] => ProtossTechUp(player, 2) [4] => ProtossTechUp(player, 3) [5] => ProtossTechUp(player, 4) ) [seconds] => Array ( [0] => seconds (840) [1] => seconds (1200) [2] => seconds (790) [3] => seconds (1130) [4] => seconds (740) [5] => seconds (1060) [6] => seconds (690) [7] => seconds (990) ) [RandomInt] => Array ( [0] => RandomInt(1,2) [1] => RandomInt(1,3) [2] => RandomInt(0,2) [3] => RandomInt(2,6) [4] => RandomInt(2,3) ) [while] => [InitCounters] => Array ( [0] => static void InitCounters (int player) { [1] => InitCounters (int player) [2] => InitCounters(player) [3] => static void InitCounters (int player) { [4] => InitCounters (int player) [5] => InitCounters(player) [6] => static void InitCounters (int player) { [7] => InitCounters (int player) [8] => InitCounters(player) ) [ProtossSubStateName] => Array ( [0] => string ProtossSubStateName (int state) { [1] => ProtossSubStateName (int state) [2] => ProtossSubStateName(AIState(player, e_mainSubState)) ) [DebugCallbackProt] => Array ( [0] => void DebugCallbackProt (int player) { [1] => DebugCallbackProt (int player) ) [AINewUnitProt] => Array ( [0] => void AINewUnitProt (int player, unit u) { [1] => AINewUnitProt (int player, unit u) ) [AIGetScoutProt] => Array ( [0] => unit AIGetScoutProt (int player, int index, unit prev) { [1] => AIGetScoutProt (int player, int index, unit prev) ) [AIEarlyDefScoutProt] => Array ( [0] => unit AIEarlyDefScoutProt (int player, unit prev) { [1] => AIEarlyDefScoutProt (int player, unit prev) ) [AIWaveThinkProt] => Array ( [0] => void AIWaveThinkProt (int player, wave w, int type) { [1] => AIWaveThinkProt (int player, wave w, int type) ) [ProtossInit] => Array ( [0] => static void ProtossInit (int player) { [1] => ProtossInit (int player) [2] => ProtossInit(player) ) [AIMeleeProt] => Array ( [0] => void AIMeleeProt (int player) { [1] => AIMeleeProt (int player) ) [UnitGetType] => Array ( [0] => UnitGetType(u) [1] => UnitGetType(aiUnit)) [2] => UnitGetType(u) [3] => UnitGetType(u) ) [ProtossOpenGnd0] => Array ( [0] => ProtossOpenGnd0(player) [1] => void ProtossOpenGnd0 (int player) { [2] => ProtossOpenGnd0 (int player) ) [ProtossOpenGnd1] => Array ( [0] => ProtossOpenGnd1(player) ) [ProtossOpenGnd2] => Array ( [0] => ProtossOpenGnd2(player) ) [ProtossOpenGnd3] => Array ( [0] => ProtossOpenGnd3(player) ) [ProtossOpenGnd4] => Array ( [0] => ProtossOpenGnd4(player) ) [ProtossOpenGnd5] => Array ( [0] => ProtossOpenGnd5(player) ) [ProtossOpenAir0] => Array ( [0] => ProtossOpenAir0(player) [1] => void ProtossOpenAir0 (int player) { [2] => ProtossOpenAir0 (int player) ) [ProtossOpenAir1] => Array ( [0] => ProtossOpenAir1(player) ) [ProtossOpenAir2] => Array ( [0] => ProtossOpenAir2(player) ) [ProtossOpenAir3] => Array ( [0] => ProtossOpenAir3(player) ) [ProtossOpenAir4] => Array ( [0] => ProtossOpenAir4(player) ) [ProtossOpenAir5] => Array ( [0] => ProtossOpenAir5(player) ) [ProtossMid0] => Array ( [0] => ProtossMid0(player) [1] => void ProtossMid0 (int player) { [2] => ProtossMid0 (int player) ) [ProtossMid1] => Array ( [0] => ProtossMid1(player) ) [ProtossMid2] => Array ( [0] => ProtossMid2(player) ) [ProtossMid3] => Array ( [0] => ProtossMid3(player) ) [ProtossMid4] => Array ( [0] => ProtossMid4(player) ) [ProtossMid5] => Array ( [0] => ProtossMid5(player) ) [ProtossLate0] => Array ( [0] => ProtossLate0(player) [1] => void ProtossLate0 (int player) { [2] => ProtossLate0 (int player) ) [ProtossLate1] => Array ( [0] => ProtossLate1(player) ) [ProtossLate2] => Array ( [0] => ProtossLate2(player) ) [ProtossLate3] => Array ( [0] => ProtossLate3(player) ) [ProtossLate4] => Array ( [0] => ProtossLate4(player) ) [ProtossLate5] => Array ( [0] => ProtossLate5(player) ) [LateGround] => Array ( [0] => static void LateGround (int player); [1] => static void LateGround (int player) { [2] => LateGround (int player) [3] => LateGround(player) [4] => LateGround (int player) [5] => LateGround(player) [6] => static void LateGround (int player); [7] => static void LateGround (int player) { [8] => LateGround (int player) [9] => LateGround(player) [10] => LateGround (int player) [11] => LateGround(player) [12] => static void LateGround (int player); [13] => static void LateGround (int player) { [14] => LateGround (int player) [15] => LateGround(player) [16] => LateGround (int player) [17] => LateGround(player) ) [ProtossMidGndA] => Array ( [0] => static void ProtossMidGndA (int player) { [1] => ProtossMidGndA (int player) [2] => ProtossMidGndA(player) ) [ProtossMidGndB] => Array ( [0] => static void ProtossMidGndB (int player) { [1] => ProtossMidGndB (int player) [2] => ProtossMidGndB(player) ) [LateGnd] => Array ( [0] => static void LateGnd (int player) { [1] => LateGnd (int player) [2] => LateGnd(player) [3] => static void LateGnd (int player) { [4] => LateGnd (int player) [5] => LateGnd(player) [6] => static void LateGnd (int player) { [7] => LateGnd (int player) [8] => LateGnd(player) ) [ProtossMidAirA] => Array ( [0] => static void ProtossMidAirA (int player) { [1] => ProtossMidAirA (int player) [2] => ProtossMidAirA(player) ) [ProtossMidAirB] => Array ( [0] => static void ProtossMidAirB (int player) { [1] => ProtossMidAirB (int player) [2] => ProtossMidAirB(player) ) [LateAir] => Array ( [0] => static void LateAir (int player) { [1] => LateAir (int player) [2] => LateAir(player) [3] => static void LateAir (int player) { [4] => LateAir (int player) [5] => LateAir(player) [6] => static void LateAir (int player) { [7] => LateAir (int player) [8] => LateAir(player) ) [AIGetObjectType] => Array ( [0] => int AIGetObjectType (int player, string objType) { [1] => AIGetObjectType (int player, string objType) ) [AIGetMaker] => Array ( [0] => string AIGetMaker (int player, string objType) { [1] => AIGetMaker (int player, string objType) ) [AIGetFirstMissingReq] => Array ( [0] => string AIGetFirstMissingReq (int player, string objType) { [1] => AIGetFirstMissingReq (int player, string objType) ) [AIGetFirstUnfinishedReq] => Array ( [0] => string AIGetFirstUnfinishedReq (int player, string objType) { [1] => AIGetFirstUnfinishedReq (int player, string objType) ) [AIGetFullMakeTime] => Array ( [0] => int AIGetFullMakeTime (int player, string objType) { [1] => AIGetFullMakeTime (int player, string objType) ) [AISetNukeConstants] => Array ( [0] => void AISetNukeConstants (int player); [1] => AISetNukeConstants (int player) [2] => void AISetNukeConstants (int player) { [3] => AISetNukeConstants (int player) ) [AIFilter] => Array ( [0] => native aifilter AIFilter (int player); [1] => AIFilter(owner) [2] => AIFilter(player) [3] => AIFilter(player) [4] => AIFilter(player) [5] => AIFilter(player) [6] => AIFilter(player) [7] => AIFilter(player) [8] => AIFilter(player) [9] => AIFilter(player) [10] => AIFilter(player) [11] => AIFilter(player) [12] => AIFilter(player) [13] => AIFilter(player) [14] => AIFilter(player) [15] => AIFilter(player) [16] => AIFilter(player) [17] => AIFilter(player) [18] => AIFilter(player) [19] => AIFilter(player) [20] => AIFilter(player) [21] => AIFilter(player) [22] => AIFilter(player) [23] => AIFilter(player) ) [AISetFilterAlliance] => Array ( [0] => native void AISetFilterAlliance (aifilter filter, int want); [1] => AISetFilterAlliance(filter, c_playerGroupAlly) [2] => AISetFilterAlliance(allyFilter, c_playerGroupAlly) [3] => AISetFilterAlliance(filter, c_playerGroupEnemy) [4] => AISetFilterAlliance(filter, c_playerGroupEnemy) [5] => AISetFilterAlliance(filter, c_playerGroupEnemy) [6] => AISetFilterAlliance(filter, c_playerGroupEnemy) [7] => AISetFilterAlliance(filter, c_playerGroupAlly) [8] => AISetFilterAlliance(filter, c_playerGroupEnemy) [9] => AISetFilterAlliance(filter, c_playerGroupAlly) [10] => AISetFilterAlliance(groundAirFilter, c_playerGroupEnemy) [11] => AISetFilterAlliance(filter, c_playerGroupEnemy) [12] => AISetFilterAlliance(filter, c_playerGroupEnemy) [13] => AISetFilterAlliance(filter, c_playerGroupEnemy) [14] => AISetFilterAlliance(unitFilter, c_playerGroupEnemy) [15] => AISetFilterAlliance(buildingFilter, c_playerGroupEnemy) ) [AISetFilterMarker] => Array ( [0] => native void AISetFilterMarker (aifilter filter, int min, int max, marker m); [1] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [2] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [3] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [4] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [5] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [6] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [7] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, gameMark) [8] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [9] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, mark) [10] => AISetFilterMarker(filter, c_noMarkersMin, c_noMarkersMax, gameMark) ) [AISetFilterSelf] => Array ( [0] => native void AISetFilterSelf (aifilter filter, unit exclude); [1] => AISetFilterSelf(filter, aiUnit) ) [AISetFilterBits] => Array ( [0] => native void AISetFilterBits (aifilter filter, unitfilter uf); ) [AISetFilterRange] => Array ( [0] => native void AISetFilterRange (aifilter filter, unit center, fixed radius); [1] => AISetFilterRange(buildingFilter, aiUnit, distanceToEnemy) ) [AISetFilterLife] => Array ( [0] => native void AISetFilterLife (aifilter filter, fixed min, fixed max); [1] => AISetFilterLife(filter, c_noMin, c_noMax) [2] => AISetFilterLife(filter, minVitality, c_noMax) [3] => AISetFilterLife(filter, damage*c_minDamageFraction, c_noMax) [4] => AISetFilterLife(filter, damage*c_minDamageFraction, c_noMax) [5] => AISetFilterLife(filter, c_neuralParasiteMinVitality, c_noMax) [6] => AISetFilterLife(filter, c_noMin, c_noMax) [7] => AISetFilterLife(filter, c_noMin, c_noMax) ) [AISetFilterLifeLost] => Array ( [0] => native void AISetFilterLifeLost (aifilter filter, fixed min, fixed max); ) [AISetFilterLifePercent] => Array ( [0] => native void AISetFilterLifePercent (aifilter filter, fixed min, fixed max); [1] => AISetFilterLifePercent(filter, c_noMin, c_noMax) ) [AISetFilterLifeSortReference] => Array ( [0] => native void AISetFilterLifeSortReference (aifilter filter, fixed value, fixed distance); [1] => AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage) [2] => AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage) [3] => AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage) [4] => AISetFilterLifeSortReference(filter, damage, damage*c_distanceFromDamage) ) [AISetFilterLifeMod] => Array ( [0] => native void AISetFilterLifeMod (aifilter filter, int type, fixed mod); [1] => AISetFilterLifeMod(filter, c_unitAttributeArmored, bonus) ) [AISetFilterLifePerMarker] => Array ( [0] => native void AISetFilterLifePerMarker (aifilter filter, fixed each, marker m); [1] => AISetFilterLifePerMarker(filter, damage, mark) [2] => AISetFilterLifePerMarker(filter, damage, mark) [3] => AISetFilterLifePerMarker(buildingFilter, damage, mark) ) [AISetFilterShields] => Array ( [0] => native void AISetFilterShields (aifilter filter, fixed min, fixed max); [1] => AISetFilterShields(allyFilter, c_noMin, c_shieldBatteryMaxShields) ) [AISetFilterPlane] => Array ( [0] => native void AISetFilterPlane (aifilter filter, int plane); [1] => AISetFilterPlane(groundAirFilter, c_planeGround) [2] => AISetFilterPlane(groundAirFilter, c_planeAir) ) [AISetFilterCanAttackEnemy] => Array ( [0] => native void AISetFilterCanAttackEnemy (aifilter filter, int enemyGroundCount, int enemyAirCount); [1] => AISetFilterCanAttackEnemy(filter, enemyGroundCount, enemyAirCount) ) [AISetFilterCanAttackAlly] => Array ( [0] => native void AISetFilterCanAttackAlly (aifilter filter, bool groundAllies, bool airAllies); [1] => AISetFilterCanAttackAlly(filter, c_groundAlliesNearby, airAllies) [2] => AISetFilterCanAttackAlly(filter, c_groundAlliesNearby, airAllies) [3] => AISetFilterCanAttackAlly(buildingFilter, c_groundAlliesNearby, airAllies) [4] => AISetFilterCanAttackAlly(filter, groundAllies, c_airAlliesNearby) [5] => AISetFilterCanAttackAlly(filter, groundEnemies, airEnemies) [6] => AISetFilterCanAttackAlly(filter, groundEnemies, airEnemies) ) [AISetFilterBehaviorCount] => Array ( [0] => native void AISetFilterBehaviorCount (aifilter filter, int minBehavior, int maxBehavior, string behaviorType); [1] => AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, c_BF_ProbeBuff) [2] => AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, c_BF_TemporalBuff) [3] => AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, c_BF_SupplyDrop) [4] => AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, c_BF_UnstableMutation) [5] => AISetFilterBehaviorCount(filter, c_noBehaviorMin, c_noBehaviorMax, c_BF_FungalGrowth) ) [AIGetFilterGroup] => Array ( [0] => native unitgroup AIGetFilterGroup (aifilter filter, unitgroup group); [1] => AIGetFilterGroup(filter, oldGroup) [2] => AIGetFilterGroup(filter, probeGroup) [3] => AIGetFilterGroup(filter, group) [4] => AIGetFilterGroup(allyFilter, group) [5] => AIGetFilterGroup(filter, scanGroup) [6] => AIGetFilterGroup(filter, scanGroup) [7] => AIGetFilterGroup(filter, scanGroup) [8] => AIGetFilterGroup(filter, scanGroup) [9] => AIGetFilterGroup(filter, scanGroup) [10] => AIGetFilterGroup(filter, scanGroup) [11] => AIGetFilterGroup (filter, scanGroup) [12] => AIGetFilterGroup(filter, scanGroup) [13] => AIGetFilterGroup(filter, scanGroup) [14] => AIGetFilterGroup(filter, group) [15] => AIGetFilterGroup(filter, scanGroup) [16] => AIGetFilterGroup(filter, scanGroup) [17] => AIGetFilterGroup(filter, scanGroup) [18] => AIGetFilterGroup(filter, scanGroup) [19] => AIGetFilterGroup(unitFilter, scanGroup) [20] => AIGetFilterGroup(buildingFilter, scanGroup) [21] => AIGetFilterGroup(filter, scanGroup) [22] => AIGetFilterGroup(filter, scanGroup) [23] => AIGetFilterGroup(filter, allyGroup) [24] => AIGetFilterGroup(filter, allyGroup) ) [AIFilterCasters] => Array ( [0] => native unitgroup AIFilterCasters (unitgroup group); [1] => AIFilterCasters(enemyCasters) ) [AIFilterPathable] => Array ( [0] => native unitgroup AIFilterPathable (unitgroup group, point inStart); ) [AIFilterGathering] => Array ( [0] => native unitgroup AIFilterGathering (unitgroup group, int inResource, fixed distance); [1] => AIFilterGathering(probeGroup, c_resourceTypeMinerals, c_maxDistanceToMinerals) [2] => AIFilterGathering(scanGroup, c_resourceTypeMinerals, c_maxDistanceToMinerals) ) [AIUnitGroupStrength] => Array ( [0] => native fixed AIUnitGroupStrength (unitgroup inGroup); ) [AIAllyEnemyRatio] => Array ( [0] => native fixed AIAllyEnemyRatio (int player, point p, unitfilter filter, fixed range, fixed minThreshold); ) [AIIsFollowingUnit] => Array ( [0] => native bool AIIsFollowingUnit (unit aiUnit, string unitType); ) [AIGetPlayerGroup] => Array ( [0] => native int AIGetPlayerGroup (unitgroup inGroup); [1] => AIGetPlayerGroup(scanGroup) [2] => AIGetPlayerGroup(enemyGroup) ) [AINearbyPlaneTest] => Array ( [0] => native bool AINearbyPlaneTest (point p, int player, fixed range, int inPlane, int inAlliance); [1] => AINearbyPlaneTest(UnitGetPosition(aiUnit) [2] => AINearbyPlaneTest(position, player, range, c_planeGround, c_unitAllianceEnemy) [3] => AINearbyPlaneTest(position, player, range, c_planeAir, c_unitAllianceEnemy) ) [AIAbilityStr] => Array ( [0] => string AIAbilityStr (int player, string entry, string field) { [1] => AIAbilityStr (int player, string entry, string field) ) [AIEffectStr] => Array ( [0] => string AIEffectStr (int player, string entry, string field) { [1] => AIEffectStr (int player, string entry, string field) ) [AIWeaponStr] => Array ( [0] => string AIWeaponStr (int player, string entry, string field) { [1] => AIWeaponStr (int player, string entry, string field) ) [AIUnitStr] => Array ( [0] => string AIUnitStr (int player, string entry, string field) { [1] => AIUnitStr (int player, string entry, string field) ) [AIBehaviorStr] => Array ( [0] => string AIBehaviorStr (int player, string entry, string field) { [1] => AIBehaviorStr (int player, string entry, string field) ) [AIAbilityFixed] => Array ( [0] => fixed AIAbilityFixed (int player, string entry, string field) { [1] => AIAbilityFixed (int player, string entry, string field) [2] => AIAbilityFixed(player, c_AB_GhostCloak, c_fieldEnergyCost)) [3] => AIAbilityFixed(player, c_AB_ShieldBattery, c_fieldRange0) [4] => AIAbilityFixed(player, c_AB_ShieldBattery, c_fieldRange0)) [5] => AIAbilityFixed(player, c_AB_ProbeBuff, c_fieldRange0) [6] => AIAbilityFixed(player, c_AB_ProbeBuff, c_fieldEnergyCost) [7] => AIAbilityFixed(player, c_AB_ArgusLink, c_fieldDrainFactor) [8] => AIAbilityFixed(player, c_AB_TemporalRift, c_fieldRange0) + 1) [9] => AIAbilityFixed(player, c_AB_Vortex, c_fieldEnergyCost) [10] => AIAbilityFixed(player, c_AB_WormholeTransit, c_fieldEnergyCost) [11] => AIAbilityFixed(player, c_AB_Vortex, c_fieldEnergyCost) [12] => AIAbilityFixed(player, c_AB_PhaseShift, c_fieldRange0) [13] => AIAbilityFixed(player, c_AB_250mmStrikeCannons, c_fieldRange0) [14] => AIAbilityFixed(player, c_AB_Snipe, c_fieldRange0) + 1) [15] => AIAbilityFixed(player, c_AB_Snipe, c_fieldRange0) + 1) [16] => AIAbilityFixed(player, c_AB_SupplyDrop, c_fieldRange0) [17] => AIAbilityFixed(player, c_AB_CalldownMULE, c_fieldRange0) [18] => AIAbilityFixed(player, c_AB_AutoTurret, c_fieldEnergyCost) [19] => AIAbilityFixed(player, c_AB_SeekerMissile, c_fieldEnergyCost) [20] => AIAbilityFixed(player, c_AB_SpawnMutantLarva, c_fieldRange0)) [21] => AIAbilityFixed(player, c_AB_Transfusion, c_fieldRange0) [22] => AIAbilityFixed(player, c_AB_NeuralParasite, c_fieldRange0)) [23] => AIAbilityFixed(player, c_AB_UnstableMutation, c_fieldRange0) [24] => AIAbilityFixed(player, c_AB_NeuralParasite, c_fieldRange0) + 1) [25] => AIAbilityFixed(player, c_AB_NeuralParasite, c_fieldEnergyCost) [26] => AIAbilityFixed(player, c_AB_UnstableMutation, c_fieldEnergyCost) [27] => AIAbilityFixed(player, c_AB_NeuralParasite, c_fieldEnergyCost) [28] => AIAbilityFixed(player, c_AB_InfestedTerrans, c_fieldEnergyCost) [29] => AIAbilityFixed(player, c_AB_InfestedTerrans, c_fieldRange0) + 1) [30] => AIAbilityFixed(player, c_AB_AcidSpores, c_fieldRange0)) [31] => AIAbilityFixed(player, c_AB_Changeling, c_fieldRange0)) [32] => AIAbilityFixed(player, c_AB_FungalGrowth, c_fieldEnergyCost) [33] => AIAbilityFixed(player, c_AB_AcidSpores, c_fieldEnergyCost) ) [AIEffectFixed] => Array ( [0] => fixed AIEffectFixed (int player, string entry, string field) { [1] => AIEffectFixed (int player, string entry, string field) [2] => AIEffectFixed(player, c_EF_NukeDamage, c_fieldAttrStructure)) [3] => AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction0)) [4] => AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction1)) [5] => AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction2)) [6] => AIEffectFixed(player, c_EF_ProtonChargeSearchArea, c_fieldAreaRadius0) [7] => AIEffectFixed(player, c_EF_ProtonChargeSearchArea, c_fieldAreaRadius0) [8] => AIEffectFixed(player, c_EF_VortexArea, c_fieldAreaRadius0) [9] => AIEffectFixed(player, c_EF_TemporalRiftSearchArea, c_fieldAreaRadius0) [10] => AIEffectFixed(player, c_EF_250mmStrikeCannonsPersistent, c_fieldPeriodCount) [11] => AIEffectFixed(player, c_EF_250mmStrikeCannonsDamage, c_fieldAmount) [12] => AIEffectFixed(player, c_EF_D8ChargeDmg, c_fieldAreaRadius2), c_noMaxCount) [13] => AIEffectFixed(player, c_EF_YamatoDamage, c_fieldAmount) [14] => AIEffectFixed(player, c_EF_D8ChargeDmg, c_fieldAreaRadius2) [15] => AIEffectFixed(player, c_EF_SeekerDamage, c_fieldAmount) [16] => AIEffectFixed(player, c_EF_Transfusion, c_fieldEffectChange0), c_noMax) ) [AIWeaponFixed] => Array ( [0] => fixed AIWeaponFixed (int player, string entry, string field) { [1] => AIWeaponFixed (int player, string entry, string field) [2] => AIWeaponFixed(player, c_WE_Reaper, c_fieldRange) [3] => AIWeaponFixed(player, c_WE_VikingFighter, c_fieldRange) [4] => AIWeaponFixed(player, c_WE_AutoTurret, c_fieldRange) ) [AIUnitFixed] => Array ( [0] => fixed AIUnitFixed (int player, string entry, string field) { [1] => AIUnitFixed (int player, string entry, string field) [2] => AIUnitFixed(player, c_PU_HighTemplar, c_fieldEnergyMax) [3] => AIUnitFixed(player, c_TB_CommandCenter, c_fieldRadius) [4] => AIUnitFixed(player, c_ZU_Overseer, c_fieldSightDawn) [5] => AIUnitFixed(player, c_ZU_Overlord, c_fieldSightDawn) ) [AIBehaviorFixed] => Array ( [0] => fixed AIBehaviorFixed (int player, string entry, string field) { [1] => AIBehaviorFixed (int player, string entry, string field) [2] => AIBehaviorFixed(player, c_BF_PersonalCloaking, c_fieldModification0)) ) [AIAbilityInt] => Array ( [0] => int AIAbilityInt (int player, string entry, string field) { [1] => AIAbilityInt (int player, string entry, string field) ) [AIEffectInt] => Array ( [0] => int AIEffectInt (int player, string entry, string field) { [1] => AIEffectInt (int player, string entry, string field) [2] => AIEffectInt(player, c_EF_SnipeDamage, c_fieldAmount) [3] => AIEffectInt(player, c_EF_D8ChargeDmg, c_fieldAttrArmored) [4] => AIEffectInt(player, c_EF_D8ChargeDmg, c_fieldAmount) * 2, c_noMax - bonus) [5] => AIEffectInt(player, c_EF_BaneBuilding, c_fieldAmount) ) [AIWeaponInt] => Array ( [0] => int AIWeaponInt (int player, string entry, string field) { [1] => AIWeaponInt (int player, string entry, string field) ) [AIUnitInt] => Array ( [0] => int AIUnitInt (int player, string entry, string field) { [1] => AIUnitInt (int player, string entry, string field) ) [AIBehaviorInt] => Array ( [0] => int AIBehaviorInt (int player, string entry, string field) { [1] => AIBehaviorInt (int player, string entry, string field) ) [AIAbilityGroup] => Array ( [0] => unitgroup AIAbilityGroup (int player, string entry, unitgroup base) { [1] => AIAbilityGroup (int player, string entry, unitgroup base) ) [AIEffectGroup] => Array ( [0] => unitgroup AIEffectGroup (int player, string entry, unitgroup base) { [1] => AIEffectGroup (int player, string entry, unitgroup base) [2] => AIEffectGroup(player, c_EF_VortexArea, scanGroup) [3] => AIEffectGroup(player, c_EF_TemporalRiftSearchArea, scanGroup) ) [AIWeaponGroup] => Array ( [0] => unitgroup AIWeaponGroup (int player, string entry, unitgroup base) { [1] => AIWeaponGroup (int player, string entry, unitgroup base) [2] => AIWeaponGroup(player, c_WE_AutoTurret, scanGroup) ) [AISetTacticalAttackTargetPoint] => Array ( [0] => native void AISetTacticalAttackTargetPoint (unit u, point t); [1] => AISetTacticalAttackTargetPoint(aiUnit, there) ) [AISetTacticalAttackTargetUnit] => Array ( [0] => native void AISetTacticalAttackTargetUnit (unit u, unit t); ) [AIUnitGroupGetValidOrder] => Array ( [0] => native order AIUnitGroupGetValidOrder(unitgroup inGroup, order inOrder, unit caster, bool forwards); [1] => AIUnitGroupGetValidOrder(group, ord, aiUnit, c_forwards) [2] => AIUnitGroupGetValidOrder(group, ord, aiUnit, c_forwards) [3] => AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_forwards) [4] => AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_backwards) [5] => AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_backwards) [6] => AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_backwards) [7] => AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_backwards) [8] => AIUnitGroupGetValidOrder(targetGroup, ord, aiUnit, c_backwards) [9] => AIUnitGroupGetValidOrder(group, ord, aiUnit, c_forwards) [10] => AIUnitGroupGetValidOrder(hatcheries, ord, aiUnit, c_backwards) [11] => AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_forwards) [12] => AIUnitGroupGetValidOrder(enemyCasters, ord, aiUnit, c_forwards) [13] => AIUnitGroupGetValidOrder(enemyGroup, ord, aiUnit, c_forwards) [14] => AIUnitGroupGetValidOrder(followGroup, ord, aiUnit, c_forwards) [15] => AIUnitGroupGetValidOrder(scanGroup, ord, aiUnit, c_forwards) ) [AICampSkirDiffTest] => Array ( [0] => bool AICampSkirDiffTest (int player, int campMinDiff, int skirMinDiff) { [1] => AICampSkirDiffTest (int player, int campMinDiff, int skirMinDiff) ) [AICastStandard] => Array ( [0] => bool AICastStandard (unit aiUnit, order ord, marker mark, bool retreat) { [1] => AICastStandard (unit aiUnit, order ord, marker mark, bool retreat) ) [AIMarker] => Array ( [0] => marker AIMarker (unit aiUnit, string name) { [1] => AIMarker (unit aiUnit, string name) [2] => AIMarker(aiUnit, c_MK_PhaseShift) [3] => AIMarker(aiUnit, c_MK_250mmStrikeCannons) [4] => AIMarker(aiUnit, c_MK_Snipe) [5] => AIMarker(aiUnit, c_MK_D8Charge) [6] => AIMarker(aiUnit, c_MK_Yamato) [7] => AIMarker(aiUnit, c_MK_D8ChargeFlee) [8] => AIMarker(aiUnit, c_MK_SeekerMissile) [9] => AIMarker(aiUnit, c_MK_UnstableMutation) [10] => AIMarker(aiUnit, c_MK_NeuralParasite) [11] => AIMarker(aiUnit, c_MK_GameNeuralParasite) [12] => AIMarker(aiUnit, c_MK_SapStructure) [13] => AIMarker(aiUnit, c_MK_GameFungalGrowth) [14] => AIMarker(aiUnit, c_MK_FungalGrowth) ) [AISpellPriority] => Array ( [0] => void AISpellPriority (unitgroup src, unitgroup dst) { [1] => AISpellPriority (unitgroup src, unitgroup dst) ) [AIIsAttackOrder] => Array ( [0] => bool AIIsAttackOrder (order o) { [1] => AIIsAttackOrder (order o) ) [PointAlongLine] => Array ( [0] => point PointAlongLine (point from, point toward, fixed distance) { [1] => PointAlongLine (point from, point toward, fixed distance) ) [missiles] => Array ( [0] => missiles (Assigned to Andy / Dave) ) [AI] => Array ( [0] => AI (Assigned to Dave, Bob, or Andy & David Kim) ) [fundamentally] => Array ( [0] => fundamentally (see TactZergAI) [1] => fundamentally (see TactZergAI) ) [Burrow] => Array ( [0] => Burrow (Task assigned to Andy Bond) ) [CatalogFieldValueGet] => Array ( [0] => CatalogFieldValueGet(c_gameCatalogAbil, entry, field, player) [1] => CatalogFieldValueGet(c_gameCatalogEffect, entry, field, player) [2] => CatalogFieldValueGet(c_gameCatalogWeapon, entry, field, player) [3] => CatalogFieldValueGet(c_gameCatalogUnit, entry, field, player) [4] => CatalogFieldValueGet(c_gameCatalogBehavior, entry, field, player) ) [StringToFixed] => Array ( [0] => StringToFixed(AIAbilityStr(player, entry, field)) [1] => StringToFixed(AIEffectStr(player, entry, field)) [2] => StringToFixed(AIWeaponStr(player, entry, field)) [3] => StringToFixed(AIUnitStr(player, entry, field)) [4] => StringToFixed(AIBehaviorStr(player, entry, field)) ) [StringToInt] => Array ( [0] => StringToInt(AIAbilityStr(player, entry, field)) [1] => StringToInt(AIEffectStr(player, entry, field)) [2] => StringToInt(AIWeaponStr(player, entry, field)) [3] => StringToInt(AIUnitStr(player, entry, field)) [4] => StringToInt(AIBehaviorStr(player, entry, field)) ) [UnitFilterStr] => Array ( [0] => UnitFilterStr(AIAbilityStr(player, entry, c_fieldTargetFiltersAB)), 0) [1] => UnitFilterStr(AIEffectStr(player, entry, c_fieldFilters)), 0) [2] => UnitFilterStr(AIWeaponStr(player, entry, c_fieldTargetFilters)), 0) [3] => UnitFilterStr(AIAbilityStr(player, c_AB_ProbeBuff, c_fieldTargetFiltersAB))) [4] => UnitFilterStr(AIAbilityStr(player, c_AB_ArgusLink, c_fieldTargetFiltersAB))) [5] => UnitFilterStr(AIAbilityStr(player, c_AB_ShieldBattery, c_fieldTargetFiltersAB))) [6] => UnitFilterStr("-;Missile,Dead,Stasis,Worker") [7] => UnitFilterStr(AIAbilityStr(player, c_AB_PhaseShift, c_fieldTargetFiltersAB))) [8] => UnitFilterStr("-;Missile,Dead,Stasis,Worker") [9] => UnitFilterStr(AIAbilityStr(player, c_AB_250mmStrikeCannons, c_fieldTargetFiltersAB))) [10] => UnitFilterStr(AIAbilityStr(player, c_AB_Snipe, c_fieldTargetFiltersAB))) [11] => UnitFilterStr("Structure;Missile,Dead,Stasis,Worker") [12] => UnitFilterStr("-;Missile,Dead,Stasis,Worker") [13] => UnitFilterStr(AIAbilityStr(player, c_AB_SupplyDrop, c_fieldTargetFiltersAB))) [14] => UnitFilterStr(AIAbilityStr(player, c_AB_SeekerMissile, c_fieldTargetFiltersAB))) [15] => UnitFilterStr(AIAbilityStr(player, c_AB_NeuralParasite, c_fieldTargetFiltersAB))) [16] => UnitFilterStr(AIAbilityStr(player, c_AB_UnstableMutation, c_fieldTargetFiltersAB))) [17] => UnitFilterStr(AIWeaponStr(player, c_WE_InfestedTerran, c_fieldTargetFilters))) [18] => UnitFilterStr("-;Missile,Dead,Stasis,Worker") [19] => UnitFilterStr(AIEffectStr(player, c_EF_BaneUnit, c_fieldFilters))) [20] => UnitFilterStr(AIAbilityStr(player, c_AB_SapStructure, c_fieldTargetFiltersAB))) [21] => UnitFilterStr(AIAbilityStr(player, c_AB_FungalGrowth, c_fieldTargetFiltersAB))) ) [MarkerCastingUnit] => Array ( [0] => MarkerCastingUnit(name, aiUnit) [1] => MarkerCastingUnit(c_MK_Snipe, aiUnit) ) [MarkerSetMatchFlag] => Array ( [0] => MarkerSetMatchFlag(mark, c_markerMatchLink, true) [1] => MarkerSetMatchFlag(mark, c_markerMatchCasterPlayer, true) [2] => MarkerSetMatchFlag(forceFieldMarker, c_markerMatchLink, true) ) [UnitGroupCount] => Array ( [0] => UnitGroupCount(src, c_unitCountAll) [1] => UnitGroupCount(enemyGroup, c_unitCountAlive) [2] => UnitGroupCount(friendlyGroup, c_unitCountAll) [3] => UnitGroupCount(scanGroup, c_unitCountAll) [4] => UnitGroupCount(scanGroup, c_unitCountAlive) [5] => UnitGroupCount(scanGroup, c_unitCountAlive) [6] => UnitGroupCount(scanGroupThreat, c_unitCountAlive) [7] => UnitGroupCount(airGroup, c_unitCountAlive) [8] => UnitGroupCount(bunkerGroup, c_unitCountAll) [9] => UnitGroupCount(nearBunkerGroup, c_unitCountAll) [10] => UnitGroupCount(scanGroup, c_unitCountAll) [11] => UnitGroupCount(scanGroup, c_unitCountAll) [12] => UnitGroupCount(AIGetFilterGroup(groundAirFilter, scanGroup), c_unitCountAlive) [13] => UnitGroupCount(AIGetFilterGroup(groundAirFilter, scanGroup), c_unitCountAlive) [14] => UnitGroupCount(targetGroup, c_unitCountAll)) [15] => UnitGroupCount(allyGroup, c_unitCountAll) ) [UnitGroupUnit] => Array ( [0] => UnitGroupUnit(src, 1) [1] => UnitGroupUnit(src, count) [2] => UnitGroupUnit(findResults, 1)) [3] => UnitGroupUnit(enemyGroup, enemyCount) [4] => UnitGroupUnit(friendlyGroup, friendlyCount) [5] => UnitGroupUnit(scanGroup, scanCount) [6] => UnitGroupUnit(bunkerGroup, bunkerCount) [7] => UnitGroupUnit(nearBunkerGroup, bunkerCount) [8] => UnitGroupUnit(scanGroup, scanCount) ) [UnitGroupAdd] => Array ( [0] => UnitGroupAdd(dst, first) [1] => UnitGroupAdd(dst, test) ) [StringEqual] => Array ( [0] => StringEqual(AbilityCommandGetAbility(OrderGetAbilityCommand(o)), c_AB_Attack, true) ) [AIThinkSetRallyDefault] => Array ( [0] => AIThinkSetRallyDefault (int player, unit aiUnit, int commandIndex) ) [OrderSetTargetPoint] => Array ( [0] => OrderSetTargetPoint(ord, rally) [1] => OrderSetTargetPoint(ord, forceFieldTarget) [2] => OrderSetTargetPoint(ord, loc) [3] => OrderSetTargetPoint(ord, loc) [4] => OrderSetTargetPoint(ord, loc) [5] => OrderSetTargetPoint(ord, loc) [6] => OrderSetTargetPoint(ord, loc) [7] => OrderSetTargetPoint(ord, castPoint) ) [AIThinkSetRallyWorker] => Array ( [0] => AIThinkSetRallyWorker (int player, unit aiUnit, int commandIndex) ) [UnitGetPosition] => Array ( [0] => UnitGetPosition(aiUnit), 8, c_noMaxCount) [1] => UnitGetPosition(aiUnit), 8, c_noMaxCount) [2] => UnitGetPosition(aiUnit)) [3] => UnitGetPosition(aiUnit) [4] => UnitGetPosition(enemyUnit) [5] => UnitGetPosition(bestTargetUnit) [6] => UnitGetPosition(aiUnit) [7] => UnitGetPosition(aiUnit) [8] => UnitGetPosition(aiUnit) [9] => UnitGetPosition(aiUnit) [10] => UnitGetPosition(aiUnit) [11] => UnitGetPosition(aiUnit) [12] => UnitGetPosition(aiUnit) [13] => UnitGetPosition(aiUnit) [14] => UnitGetPosition(aiUnit) [15] => UnitGetPosition(UnitGroupUnit(scanGroup, onGround)) [16] => UnitGetPosition(aiUnit), c_campaignBunkerLoadRange, c_noMaxCount) [17] => UnitGetPosition(aiUnit), loadRange, c_noMaxCount) [18] => UnitGetPosition(aiUnit) [19] => UnitGetPosition(aiUnit) [20] => UnitGetPosition(peon)) [21] => UnitGetPosition(aiUnit) [22] => UnitGetPosition(aiUnit) [23] => UnitGetPosition(aiUnit) [24] => UnitGetPosition(target), 5.0, c_ZU_InfestedTerranEgg) [25] => UnitGetPosition(aiUnit) [26] => UnitGetPosition(closestEnemy)) [27] => UnitGetPosition(aiUnit) [28] => UnitGetPosition(aiUnit) [29] => UnitGetPosition(aiUnit) ) [AngleBetweenPoints] => Array ( [0] => AngleBetweenPoints(toward, from)) ) [AISetNukeGhost] => Array ( [0] => AISetNukeGhost(player, c_TU_Ghost) ) [AISetNukeNukeEffect] => Array ( [0] => AISetNukeNukeEffect(player, c_EF_Nuke) ) [AISetNukeCloak] => Array ( [0] => AISetNukeCloak(player, c_TR_GhostCloak) ) [AISetNukeNukeAbilLink] => Array ( [0] => AISetNukeNukeAbilLink(player, c_AB_Nuke) ) [AISetNukeCloakAbilLink] => Array ( [0] => AISetNukeCloakAbilLink(player, c_AB_GhostCloak) ) [AISetNukeNukeCastTime] => Array ( [0] => AISetNukeNukeCastTime(player, 20) ) [AIRangeDisruptor] => Array ( [0] => fixed AIRangeDisruptor (int player, unit aiUnit) { [1] => AIRangeDisruptor (int player, unit aiUnit) ) [AIForceField] => Array ( [0] => order AIForceField (int player, unit aiUnit, unitgroup scanGroup, fixed scanRange, marker m) { [1] => AIForceField (int player, unit aiUnit, unitgroup scanGroup, fixed scanRange, marker m) [2] => AIForceField(player, aiUnit, scanGroup, c_disruptorRange, forceFieldMarker) ) [Hallucinate] => Array ( [0] => static bool Hallucinate (int player, unit aiUnit, unitgroup scanGroup) { [1] => Hallucinate (int player, unit aiUnit, unitgroup scanGroup) ) [ForceField] => Array ( [0] => static bool ForceField (int player, unit aiUnit, unitgroup scanGroup) { [1] => ForceField (int player, unit aiUnit, unitgroup scanGroup) ) [MolDisplacer] => Array ( [0] => static bool MolDisplacer (int player, unit aiUnit, unitgroup scanGroup) { [1] => MolDisplacer (int player, unit aiUnit, unitgroup scanGroup) [2] => MolDisplacer(player, aiUnit, scanGroup) ) [AIThinkDisruptor] => Array ( [0] => void AIThinkDisruptor (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkDisruptor (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeObelisk] => Array ( [0] => fixed AIRangeObelisk (int player, unit aiUnit) { [1] => AIRangeObelisk (int player, unit aiUnit) [2] => AIRangeObelisk(player, aiUnit), c_noMaxCount) [3] => AIRangeObelisk(player, aiUnit)) [4] => AIRangeObelisk(player, aiUnit), c_noMaxCount) ) [AIThinkObelisk] => Array ( [0] => void AIThinkObelisk (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkObelisk (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeMothership] => Array ( [0] => fixed AIRangeMothership (int player, unit aiUnit) { [1] => AIRangeMothership (int player, unit aiUnit) [2] => AIRangeMothership(player, aiUnit) [3] => AIRangeMothership(player, aiUnit) [4] => AIRangeMothership(player, aiUnit), c_noThreshold) ) [MinToCastMotherShip] => Array ( [0] => fixed MinToCastMotherShip (int player) { [1] => MinToCastMotherShip (int player) [2] => MinToCastMotherShip(player)) ) [Vortex] => Array ( [0] => order Vortex (int player, unit aiUnit, unitgroup scanGroup) { [1] => Vortex (int player, unit aiUnit, unitgroup scanGroup) [2] => Vortex(player, aiUnit, scanGroup) ) [TemporalRift] => Array ( [0] => order TemporalRift (int player, unit aiUnit, unitgroup scanGroup) { [1] => TemporalRift (int player, unit aiUnit, unitgroup scanGroup) [2] => TemporalRift(player, aiUnit, scanGroup) ) [AIThinkMothership] => Array ( [0] => void AIThinkMothership (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkMothership (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeHighTemplar] => Array ( [0] => fixed AIRangeHighTemplar (int player, unit aiUnit) { [1] => AIRangeHighTemplar (int player, unit aiUnit) [2] => AIRangeHighTemplar(player, aiUnit), c_planeAir, c_unitAllianceAlly) [3] => AIRangeHighTemplar(player, aiUnit)) [4] => AIRangeHighTemplar(player, aiUnit), c_MinThreshold) > c_EnemyMultiplierHighTemplar) ) [PhaseShift] => Array ( [0] => order PhaseShift (int player, unit aiUnit, unitgroup scanGroup, marker mark, bool lowVitality) { [1] => PhaseShift (int player, unit aiUnit, unitgroup scanGroup, marker mark, bool lowVitality) [2] => PhaseShift(player, aiUnit, scanGroup, mark, lowVitality) ) [UnitGroupTest] => Array ( [0] => void UnitGroupTest (unitgroup scanGroup) { [1] => UnitGroupTest (unitgroup scanGroup) ) [AIThinkHighTemplar] => Array ( [0] => void AIThinkHighTemplar (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkHighTemplar (int player, unit aiUnit, unitgroup scanGroup) ) [AIThinkGateway] => Array ( [0] => void AIThinkGateway (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkGateway (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeWarpPrism] => Array ( [0] => fixed AIRangeWarpPrism (int player, unit aiUnit) { [1] => AIRangeWarpPrism (int player, unit aiUnit) ) [AIThinkWarpPrism] => Array ( [0] => void AIThinkWarpPrism (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkWarpPrism (int player, unit aiUnit, unitgroup scanGroup) ) [AIThinkWarpPrismPhasing] => Array ( [0] => void AIThinkWarpPrismPhasing (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkWarpPrismPhasing (int player, unit aiUnit, unitgroup scanGroup) ) [UnitGetFacing] => Array ( [0] => UnitGetFacing(aiUnit) [1] => UnitGetFacing(enemyUnit) ) [UnitGroupFilterThreat] => Array ( [0] => UnitGroupFilterThreat(scanGroup, aiUnit, null, 0) [1] => UnitGroupFilterThreat(scanGroup, aiUnit, null, 0) [2] => UnitGroupFilterThreat(scanGroup, aiUnit, null, 0) ) [UnitFilter] => Array ( [0] => UnitFilter(0,0,0,0) ) [UnitFilterSetState] => Array ( [0] => UnitFilterSetState(filter, c_targetFilterSelf, c_unitFilterRequired) [1] => UnitFilterSetState(filter, c_targetFilterAlly, c_unitFilterRequired) [2] => UnitFilterSetState(filter, c_targetFilterUncommandable, c_unitFilterExcluded) [3] => UnitFilterSetState(filter, c_targetFilterWorker, c_unitFilterExcluded) [4] => UnitFilterSetState(filter, c_targetFilterUnderConstruction, c_unitFilterExcluded) [5] => UnitFilterSetState(filter, c_targetFilterStructure, c_unitFilterExcluded) ) [UnitOrder] => Array ( [0] => UnitOrder(enemyUnit, 0) ) [RegionCircle] => Array ( [0] => RegionCircle(enemyPos, forceFieldMaxRadius), filter, 0) [1] => RegionCircle(UnitGetPosition(aiUnit), searchRange), 0) ) [PointsInRange] => Array ( [0] => PointsInRange(myPos, enemyPos, forceFieldMaxRadius)) ) [enemy] => Array ( [0] => enemy (priority 5) ) [MarkerSetMismatchFlag] => Array ( [0] => MarkerSetMismatchFlag(forceFieldMarker, c_markerMatchId, true) ) [MaxF] => Array ( [0] => MaxF(AIAbilityFixed(player, c_AB_ArgusLink, c_fieldRange0) [1] => MaxF(AIAbilityFixed(player, c_AB_Vortex, c_fieldRange0) [2] => MaxF(AIAbilityFixed(player, c_AB_EMP, c_fieldRange0) [3] => MaxF(AIAbilityFixed(player, c_AB_Transfusion, c_fieldRange0) [4] => MaxF(AIAbilityFixed(player, c_AB_InfestedTerrans, c_fieldRange0) [5] => MaxF(MaxF(AIAbilityFixed(player, c_AB_FungalGrowth, c_fieldRange0) ) [ProtonCharge] => Array ( [0] => ProtonCharge (int player, unit aiUnit, unitgroup scanGroup) [1] => ProtonCharge(player, aiUnit, scanGroup) ) [ArgusLink] => Array ( [0] => ArgusLink (int player, unit aiUnit, unitgroup scanGroup) [1] => ArgusLink(player, aiUnit, scanGroup) ) [UnitGetPropertyFixed] => Array ( [0] => UnitGetPropertyFixed(aiUnit, c_unitPropEnergy, c_unitPropCurrent) [1] => UnitGetPropertyFixed(aiUnit, c_unitPropEnergy, c_unitPropCurrent) ) [AISetFilterEnergy] => Array ( [0] => AISetFilterEnergy(filter, argusLinkMin, c_argusLinkMax) ) [ShieldBattery] => Array ( [0] => ShieldBattery (int player, unit aiUnit, unitgroup scanGroup) [1] => ShieldBattery(player, aiUnit, scanGroup) ) [FixedToInt] => Array ( [0] => FixedToInt(AIUnitGroupStrength(scanGroup))) ) [UnitOrderHasAbil] => Array ( [0] => UnitOrderHasAbil(aiUnit, c_AB_PsiStorm)) ) [WarpPrism] => Array ( [0] => WarpPrism (transport mode) [1] => WarpPrism (power mode) ) [AIRangeThor] => Array ( [0] => fixed AIRangeThor (int player, unit aiUnit) { [1] => AIRangeThor (int player, unit aiUnit) [2] => AIRangeThor(player, aiUnit)) [3] => AIRangeThor(player, aiUnit) ) [AIOrder250mmStrikeCannons] => Array ( [0] => order AIOrder250mmStrikeCannons(int player, unit aiUnit, unitgroup scanGroup, marker mark) { [1] => AIOrder250mmStrikeCannons(int player, unit aiUnit, unitgroup scanGroup, marker mark) [2] => AIOrder250mmStrikeCannons(player, aiUnit, scanGroup, mark) ) [AIThinkThor] => Array ( [0] => void AIThinkThor (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkThor (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeGhost] => Array ( [0] => fixed AIRangeGhost (int player, unit aiUnit) { [1] => AIRangeGhost (int player, unit aiUnit) ) [AIOrderSnipe] => Array ( [0] => order AIOrderSnipe (int player, unit aiUnit, unitgroup scanGroup, marker mark) { [1] => AIOrderSnipe (int player, unit aiUnit, unitgroup scanGroup, marker mark) [2] => AIOrderSnipe(player, aiUnit, scanGroup, mark) ) [AIThinkGhost] => Array ( [0] => void AIThinkGhost (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkGhost (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeReaper] => Array ( [0] => fixed AIRangeReaper (int player, unit aiUnit) { [1] => AIRangeReaper (int player, unit aiUnit) ) [AIOrderReapMine] => Array ( [0] => order AIOrderReapMine (int player, unit aiUnit, unitgroup scanGroup, marker mark) { [1] => AIOrderReapMine (int player, unit aiUnit, unitgroup scanGroup, marker mark) [2] => AIOrderReapMine(player, aiUnit, scanGroup, mark) ) [AIThinkReaper] => Array ( [0] => void AIThinkReaper (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkReaper (int player, unit aiUnit, unitgroup scanGroup) ) [AIOrderYamato] => Array ( [0] => order AIOrderYamato (int player, unit aiUnit, unitgroup scanGroup, marker mark) { [1] => AIOrderYamato (int player, unit aiUnit, unitgroup scanGroup, marker mark) [2] => AIOrderYamato(player, aiUnit, scanGroup, mark) ) [AIThinkBattleCruiser] => Array ( [0] => void AIThinkBattleCruiser (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkBattleCruiser (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeViking] => Array ( [0] => fixed AIRangeViking (int player, unit aiUnit) { [1] => AIRangeViking (int player, unit aiUnit) [2] => AIRangeViking(player, null)), 0) [3] => AIRangeViking(player, null)) ) [VikingModeChange] => Array ( [0] => point VikingModeChange (int player, unit aiUnit, unitgroup scanGroup, bool inAssault) { [1] => VikingModeChange (int player, unit aiUnit, unitgroup scanGroup, bool inAssault) [2] => VikingModeChange(player, aiUnit, scanGroup, false) ) [AIThinkVikingAssault] => Array ( [0] => void AIThinkVikingAssault (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkVikingAssault (int player, unit aiUnit, unitgroup scanGroup) ) [AIThinkVikingFighter] => Array ( [0] => void AIThinkVikingFighter (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkVikingFighter (int player, unit aiUnit, unitgroup scanGroup) ) [CampaignWantsToBeInBunker] => Array ( [0] => unit CampaignWantsToBeInBunker (int player, unit aiUnit, unitgroup bunkerGroup, bool unload) { [1] => CampaignWantsToBeInBunker (int player, unit aiUnit, unitgroup bunkerGroup, bool unload) ) [CargoDefend] => Array ( [0] => bool CargoDefend (int player, unit aiUnit, unitgroup scanGroup, int searchRange, int loadRange, string wanted, string command) { [1] => CargoDefend (int player, unit aiUnit, unitgroup scanGroup, int searchRange, int loadRange, string wanted, string command) [2] => CargoDefend(player, aiUnit, scanGroup, 8, 10, c_TU_Marine, c_AB_BunkerChange) ) [CallDownSupply] => Array ( [0] => static order CallDownSupply (int player, unit aiUnit) { [1] => CallDownSupply (int player, unit aiUnit) [2] => CallDownSupply(player, aiUnit) ) [CallDownMule] => Array ( [0] => static bool CallDownMule (int player, unit aiUnit) { [1] => CallDownMule (int player, unit aiUnit) ) [AIThinkCommandCenter] => Array ( [0] => void AIThinkCommandCenter(int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkCommandCenter(int player, unit aiUnit, unitgroup scanGroup) [2] => AIThinkCommandCenter(player, aiUnit, scanGroup) ) [AIThinkBunker] => Array ( [0] => void AIThinkBunker(int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkBunker(int player, unit aiUnit, unitgroup scanGroup) ) [ScannerSweep] => Array ( [0] => bool ScannerSweep (int player, unit aiUnit) { [1] => ScannerSweep (int player, unit aiUnit) ) [AIThinkOrbitalCommand] => Array ( [0] => void AIThinkOrbitalCommand (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkOrbitalCommand (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeD8Charge] => Array ( [0] => fixed AIRangeD8Charge (int player, unit aiUnit) { [1] => AIRangeD8Charge (int player, unit aiUnit) [2] => AIRangeD8Charge(player, aiUnit), c_noMaxCount) ) [AIThinkD8Charge] => Array ( [0] => void AIThinkD8Charge (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkD8Charge (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeRaven] => Array ( [0] => fixed AIRangeRaven (int player, unit aiUnit) { [1] => AIRangeRaven (int player, unit aiUnit) [2] => AIRangeRaven(player, aiUnit) ) [HunterSeekerMissile] => Array ( [0] => order HunterSeekerMissile (int player, unit aiUnit, unitgroup scanGroup, marker mark) { [1] => HunterSeekerMissile (int player, unit aiUnit, unitgroup scanGroup, marker mark) [2] => HunterSeekerMissile(player, aiUnit, scanGroup, mark) ) [CastAutoTurret] => Array ( [0] => static bool CastAutoTurret (int player, unit aiUnit, unitgroup scanGroup, bool lowVitality) { [1] => CastAutoTurret (int player, unit aiUnit, unitgroup scanGroup, bool lowVitality) ) [minToCastAutoTurret] => Array ( [0] => fixed minToCastAutoTurret(int player) { [1] => minToCastAutoTurret(int player) [2] => minToCastAutoTurret(player)) ) [AIThinkRaven] => Array ( [0] => void AIThinkRaven (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkRaven (int player, unit aiUnit, unitgroup scanGroup) ) [OrderSetTargetUnit] => Array ( [0] => OrderSetTargetUnit(ord, target) [1] => OrderSetTargetUnit(ord, unitToCheck) [2] => OrderSetTargetUnit(ord, unitToCheck) [3] => OrderSetTargetUnit(ord, closestEnemyBuilding) ) [UnitGroupFilterPlane] => Array ( [0] => UnitGroupFilterPlane(scanGroup, c_planeGround, 0) [1] => UnitGroupFilterPlane(scanGroup, c_planeGround, 0) [2] => UnitGroupFilterPlane(airGroup, c_planeAir, 0) ) [VIKING] => Array ( [0] => VIKING (ground mode) [1] => VIKING (air mode) ) [UnitOrderCount] => Array ( [0] => UnitOrderCount(aiUnit) == 0) [1] => UnitOrderCount(aiUnit) > 0) ) [CliffLevel] => Array ( [0] => CliffLevel(here) [1] => CliffLevel(there) ) [UnitCargoGroup] => Array ( [0] => UnitCargoGroup(aiUnit), c_bunkerUnload) ) [OrderSetTargetPassenger] => Array ( [0] => OrderSetTargetPassenger(ord, unitToCheck) ) [AIRangeQueen] => Array ( [0] => fixed AIRangeQueen (int player, unit aiUnit) { [1] => AIRangeQueen (int player, unit aiUnit) ) [Transfusion] => Array ( [0] => order Transfusion (int player, unit aiUnit) { [1] => Transfusion (int player, unit aiUnit) [2] => Transfusion(player, aiUnit) ) [SpawnLarva] => Array ( [0] => order SpawnLarva (int player, unit aiUnit) { [1] => SpawnLarva (int player, unit aiUnit) [2] => SpawnLarva(player, aiUnit) ) [CreepTumor] => Array ( [0] => order CreepTumor (int player, unit aiUnit) { [1] => CreepTumor (int player, unit aiUnit) [2] => CreepTumor(player, aiUnit) ) [AIThinkQueen] => Array ( [0] => void AIThinkQueen (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkQueen (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeInfestor] => Array ( [0] => fixed AIRangeInfestor (int player, unit aiUnit) { [1] => AIRangeInfestor (int player, unit aiUnit) [2] => AIRangeInfestor(player, aiUnit), minThreshold) > enemyMultiplierInfestor) ) [NeuralParasite] => Array ( [0] => order NeuralParasite (int player, unit aiUnit, unitgroup scanGroup, marker mark, marker gameMark, bool lowVitality) { [1] => NeuralParasite (int player, unit aiUnit, unitgroup scanGroup, marker mark, marker gameMark, bool lowVitality) [2] => NeuralParasite(player, aiUnit, scanGroup, mark, gameMark, lowVitality) ) [MinToCastInfestedTerrans] => Array ( [0] => fixed MinToCastInfestedTerrans (int player) { [1] => MinToCastInfestedTerrans (int player) [2] => MinToCastInfestedTerrans(player) && !lowVitality) ) [InfestedTerrans] => Array ( [0] => order InfestedTerrans (int player, unit aiUnit, unitgroup scanGroup, bool lowVitality) { [1] => InfestedTerrans (int player, unit aiUnit, unitgroup scanGroup, bool lowVitality) [2] => InfestedTerrans(player, aiUnit, scanGroup, lowVitality) ) [AIThinkInfestor] => Array ( [0] => void AIThinkInfestor (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkInfestor (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeBaneling] => Array ( [0] => fixed AIRangeBaneling (int player, unit aiUnit) { [1] => AIRangeBaneling (int player, unit aiUnit) [2] => AIRangeBaneling(player, aiUnit)) [3] => AIRangeBaneling(player, aiUnit) [4] => AIRangeBaneling(player, aiUnit), c_planeAir, c_unitAllianceAlly) ) [SapStructure] => Array ( [0] => order SapStructure (int player, unit aiUnit, unitgroup scanGroup, marker mark) { [1] => SapStructure (int player, unit aiUnit, unitgroup scanGroup, marker mark) [2] => SapStructure(player, aiUnit, scanGroup, mark) ) [AIThinkBaneling] => Array ( [0] => void AIThinkBaneling (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkBaneling (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeOverseer] => Array ( [0] => fixed AIRangeOverseer (int player, unit aiUnit) { [1] => AIRangeOverseer (int player, unit aiUnit) [2] => AIRangeOverseer(player, aiUnit), c_planeGround, c_unitAllianceAlly) [3] => AIRangeOverseer(player, aiUnit), c_planeGround, c_unitAllianceEnemy) [4] => AIRangeOverseer(player, aiUnit), c_planeAir, c_unitAllianceEnemy) [5] => AIRangeOverseer(player, aiUnit)) [6] => AIRangeOverseer(player, aiUnit)) [7] => AIRangeOverseer(player, aiUnit) [8] => AIRangeOverseer(player, aiUnit)) ) [Changeling] => Array ( [0] => order Changeling (int player, unit aiUnit, unitgroup scanGroup, fixed range) { [1] => Changeling (int player, unit aiUnit, unitgroup scanGroup, fixed range) [2] => Changeling(player, aiUnit, scanGroup, range) ) [MakeChangeling] => Array ( [0] => bool MakeChangeling (int player, unit aiUnit, unitgroup scanGroup) { [1] => MakeChangeling (int player, unit aiUnit, unitgroup scanGroup) ) [AIThinkOverseer] => Array ( [0] => void AIThinkOverseer (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkOverseer (int player, unit aiUnit, unitgroup scanGroup) ) [AIRangeChangeling] => Array ( [0] => fixed AIRangeChangeling (int player, unit aiUnit) { [1] => AIRangeChangeling (int player, unit aiUnit) [2] => AIRangeChangeling(player, aiUnit), c_noMaxCount) ) [AIThinkChangelingUnit] => Array ( [0] => void AIThinkChangelingUnit (int player, unit aiUnit, unitgroup scanGroup, string followUnit) { [1] => AIThinkChangelingUnit (int player, unit aiUnit, unitgroup scanGroup, string followUnit) [2] => AIThinkChangelingUnit(player, aiUnit, scanGroup, c_ZU_Zergling) [3] => AIThinkChangelingUnit(player, aiUnit, scanGroup, c_TU_Marine) [4] => AIThinkChangelingUnit(player, aiUnit, scanGroup, c_PU_Zealot) ) [AIThinkChangelingZergling] => Array ( [0] => void AIThinkChangelingZergling (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkChangelingZergling (int player, unit aiUnit, unitgroup scanGroup) ) [AIThinkChangelingMarine] => Array ( [0] => void AIThinkChangelingMarine (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkChangelingMarine (int player, unit aiUnit, unitgroup scanGroup) ) [AIThinkChangelingZealot] => Array ( [0] => void AIThinkChangelingZealot (int player, unit aiUnit, unitgroup scanGroup) { [1] => AIThinkChangelingZealot (int player, unit aiUnit, unitgroup scanGroup) ) [TechTreeBehaviorCount] => Array ( [0] => TechTreeBehaviorCount(player, c_BF_MutantLarvaTimer, c_techCountQueuedOrBetter) ) [TechTreeUnitCount] => Array ( [0] => TechTreeUnitCount(player, c_ZU_Larva, c_techCountQueuedOrBetter) ) [OrderSetTargetPlacement] => Array ( [0] => OrderSetTargetPlacement(ord, p, aiUnit, c_ZU_CreepTumor) ) [MinToCastUnstableMutation] => Array ( [0] => MinToCastUnstableMutation (int player) [1] => MinToCastUnstableMutation(player)) ) [UnstableMutation] => Array ( [0] => UnstableMutation (int player, unit aiUnit, unitgroup scanGroup, marker mark, bool lowVitality) [1] => UnstableMutation(player, aiUnit, scanGroup, mark, lowVitality) ) [UnitGroupNearestUnit] => Array ( [0] => UnitGroupNearestUnit(enemyUnitGroup, banelingPosition) [1] => UnitGroupNearestUnit(enemyBuildingGroup, banelingPosition) ) [MinToCastFungalGrowth] => Array ( [0] => MinToCastFungalGrowth (int player) [1] => MinToCastFungalGrowth(player)) ) [FungalGrowth] => Array ( [0] => FungalGrowth (int player, unit aiUnit, marker mark, marker gameMark, unitgroup scanGroup) [1] => FungalGrowth(player, aiUnit, mark, gameMark, scanGroup) ) [AcidSpores] => Array ( [0] => AcidSpores (int player, unit aiUnit, unitgroup scanGroup) [1] => AcidSpores(player, aiUnit, scanGroup) ) [CameraGetTarget] => Array ( [0] => CameraGetTarget(enemyPlayer) ) [DistanceBetweenPoints] => Array ( [0] => DistanceBetweenPoints(camPoint, here) ) [UnitGroupAlliance] => Array ( [0] => UnitGroupAlliance(player, c_unitAllianceAlly, r, null, c_noMaxCount) [1] => UnitGroupAlliance(player, c_unitAllianceEnemy, r, null, c_noMaxCount) ) [TerranSubStateName] => Array ( [0] => string TerranSubStateName (int state) { [1] => TerranSubStateName (int state) [2] => TerranSubStateName(AIState(player, e_mainSubState)) ) [DebugCallbackTerr] => Array ( [0] => void DebugCallbackTerr (int player) { [1] => DebugCallbackTerr (int player) ) [AINewUnitTerr] => Array ( [0] => void AINewUnitTerr (int player, unit u) { [1] => AINewUnitTerr (int player, unit u) ) [AIGetScoutTerr] => Array ( [0] => unit AIGetScoutTerr (int player, int index, unit prev) { [1] => AIGetScoutTerr (int player, int index, unit prev) ) [AIEarlyDefScoutTerr] => Array ( [0] => unit AIEarlyDefScoutTerr (int player, unit prev) { [1] => AIEarlyDefScoutTerr (int player, unit prev) ) [AIWaveThinkTerr] => Array ( [0] => void AIWaveThinkTerr (int player, wave w, int type) { [1] => AIWaveThinkTerr (int player, wave w, int type) ) [TerranInit] => Array ( [0] => static void TerranInit (int player) { [1] => TerranInit (int player) [2] => TerranInit(player) ) [AIMeleeTerr] => Array ( [0] => void AIMeleeTerr (int player) { [1] => AIMeleeTerr (int player) ) [TerranOpenGnd0] => Array ( [0] => TerranOpenGnd0(player) [1] => void TerranOpenGnd0 (int player) { [2] => TerranOpenGnd0 (int player) ) [TerranOpenGnd1] => Array ( [0] => TerranOpenGnd1(player) ) [TerranOpenGnd2] => Array ( [0] => TerranOpenGnd2(player) ) [TerranOpenGnd3] => Array ( [0] => TerranOpenGnd3(player) ) [TerranOpenGnd4] => Array ( [0] => TerranOpenGnd4(player) ) [TerranOpenGnd5] => Array ( [0] => TerranOpenGnd5(player) ) [TerranOpenAir0] => Array ( [0] => TerranOpenAir0(player) [1] => void TerranOpenAir0 (int player) { [2] => TerranOpenAir0 (int player) ) [TerranOpenAir1] => Array ( [0] => TerranOpenAir1(player) ) [TerranOpenAir2] => Array ( [0] => TerranOpenAir2(player) ) [TerranOpenAir3] => Array ( [0] => TerranOpenAir3(player) ) [TerranOpenAir4] => Array ( [0] => TerranOpenAir4(player) ) [TerranOpenAir5] => Array ( [0] => TerranOpenAir5(player) ) [TerranMid0] => Array ( [0] => TerranMid0(player) [1] => void TerranMid0 (int player) { [2] => TerranMid0 (int player) ) [TerranMid1] => Array ( [0] => TerranMid1(player) ) [TerranMid2] => Array ( [0] => TerranMid2(player) ) [TerranMid3] => Array ( [0] => TerranMid3(player) ) [TerranMid4] => Array ( [0] => TerranMid4(player) ) [TerranMid5] => Array ( [0] => TerranMid5(player) ) [TerranLate0] => Array ( [0] => TerranLate0(player) [1] => void TerranLate0 (int player) { [2] => TerranLate0 (int player) ) [TerranLate1] => Array ( [0] => TerranLate1(player) ) [TerranLate2] => Array ( [0] => TerranLate2(player) ) [TerranLate3] => Array ( [0] => TerranLate3(player) ) [TerranLate4] => Array ( [0] => TerranLate4(player) ) [TerranLate5] => Array ( [0] => TerranLate5(player) ) [RandomInfantry] => Array ( [0] => static void RandomInfantry (int player); [1] => static void RandomInfantry (int player) { [2] => RandomInfantry (int player) [3] => RandomInfantry(player) [4] => RandomInfantry(player) [5] => RandomInfantry (int player) [6] => static void RandomInfantry (int player); [7] => static void RandomInfantry (int player) { [8] => RandomInfantry (int player) [9] => RandomInfantry(player) [10] => RandomInfantry(player) [11] => RandomInfantry (int player) ) [TerranMidGndA] => Array ( [0] => static void TerranMidGndA (int player) { [1] => TerranMidGndA (int player) [2] => TerranMidGndA(player) ) [TerranMidGndB] => Array ( [0] => static void TerranMidGndB (int player) { [1] => TerranMidGndB (int player) [2] => TerranMidGndB(player) ) [TerranMidAirA] => Array ( [0] => static void TerranMidAirA (int player) { [1] => TerranMidAirA (int player) [2] => TerranMidAirA(player) ) [TerranMidAirB] => Array ( [0] => static void TerranMidAirB (int player) { [1] => TerranMidAirB (int player) [2] => TerranMidAirB(player) ) [SetGasPeons] => Array ( [0] => SetGasPeons(player, 3) [1] => SetGasPeons(player, 3) [2] => SetGasPeons(player, 4) [3] => SetGasPeons(player, 4) ) [ZergSubStateName] => Array ( [0] => string ZergSubStateName (int state) { [1] => ZergSubStateName (int state) [2] => ZergSubStateName(AIState(player, e_mainSubState)) ) [DebugCallbackZerg] => Array ( [0] => void DebugCallbackZerg (int player) { [1] => DebugCallbackZerg (int player) ) [AINewUnitZerg] => Array ( [0] => void AINewUnitZerg (int player, unit u) { [1] => AINewUnitZerg (int player, unit u) ) [AIGetScoutZerg] => Array ( [0] => unit AIGetScoutZerg (int player, int index, unit prev) { [1] => AIGetScoutZerg (int player, int index, unit prev) ) [AIEarlyDefScoutZerg] => Array ( [0] => unit AIEarlyDefScoutZerg (int player, unit prev) { [1] => AIEarlyDefScoutZerg (int player, unit prev) ) [AIWaveThinkZerg] => Array ( [0] => void AIWaveThinkZerg (int player, wave w, int type) { [1] => AIWaveThinkZerg (int player, wave w, int type) ) [ZergInit] => Array ( [0] => static void ZergInit (int player) { [1] => ZergInit (int player) [2] => ZergInit(player) ) [AIMeleeZerg] => Array ( [0] => void AIMeleeZerg (int player) { [1] => AIMeleeZerg (int player) ) [ZergOpenGnd0] => Array ( [0] => ZergOpenGnd0(player) [1] => void ZergOpenGnd0 (int player) { [2] => ZergOpenGnd0 (int player) ) [ZergOpenGnd1] => Array ( [0] => ZergOpenGnd1(player) ) [ZergOpenGnd2] => Array ( [0] => ZergOpenGnd2(player) ) [ZergOpenGnd3] => Array ( [0] => ZergOpenGnd3(player) ) [ZergOpenGnd4] => Array ( [0] => ZergOpenGnd4(player) ) [ZergOpenGnd5] => Array ( [0] => ZergOpenGnd5(player) ) [ZergOpenAir0] => Array ( [0] => ZergOpenAir0(player) [1] => void ZergOpenAir0 (int player) { [2] => ZergOpenAir0 (int player) ) [ZergOpenAir1] => Array ( [0] => ZergOpenAir1(player) ) [ZergOpenAir2] => Array ( [0] => ZergOpenAir2(player) ) [ZergOpenAir3] => Array ( [0] => ZergOpenAir3(player) ) [ZergOpenAir4] => Array ( [0] => ZergOpenAir4(player) ) [ZergOpenAir5] => Array ( [0] => ZergOpenAir5(player) ) [ZergMid0] => Array ( [0] => ZergMid0(player) [1] => void ZergMid0 (int player) { [2] => ZergMid0 (int player) ) [ZergMid1] => Array ( [0] => ZergMid1(player) ) [ZergMid2] => Array ( [0] => ZergMid2(player) ) [ZergMid3] => Array ( [0] => ZergMid3(player) ) [ZergMid4] => Array ( [0] => ZergMid4(player) ) [ZergMid5] => Array ( [0] => ZergMid5(player) ) [ZergLate0] => Array ( [0] => ZergLate0(player) [1] => void ZergLate0 (int player) { [2] => ZergLate0 (int player) ) [ZergLate1] => Array ( [0] => ZergLate1(player) ) [ZergLate2] => Array ( [0] => ZergLate2(player) ) [ZergLate3] => Array ( [0] => ZergLate3(player) ) [ZergLate4] => Array ( [0] => ZergLate4(player) ) [ZergLate5] => Array ( [0] => ZergLate5(player) ) [ZergMidGndA] => Array ( [0] => static void ZergMidGndA (int player) { [1] => ZergMidGndA (int player) [2] => ZergMidGndA(player) ) [ZergMidGndB] => Array ( [0] => static void ZergMidGndB (int player) { [1] => ZergMidGndB (int player) [2] => ZergMidGndB(player) ) [ZergMidAirA] => Array ( [0] => static void ZergMidAirA (int player) { [1] => ZergMidAirA (int player) [2] => ZergMidAirA(player) ) [ZergMidAirB] => Array ( [0] => static void ZergMidAirB (int player) { [1] => ZergMidAirB (int player) [2] => ZergMidAirB(player) ) )