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)
)
)