//TESH.scrollpos=6
//TESH.alwaysfold=0
//############################################################################
library Handle initializer init
globals
private hashtable ht
endglobals
function H2I takes agent h returns integer
local integer x = GetHandleId(h)
call SaveAgentHandle(ht,0, x, h)
return x
endfunction
function I2U takes integer i returns unit
return LoadUnitHandle(ht, 0, i)
endfunction
function I2E takes integer i returns effect
return LoadEffectHandle(ht,0,i)
endfunction
private function init takes nothing returns nothing
set ht = InitHashtable()
endfunction
endlibrary
function get_object_iparam takes agent h, string key returns integer
return GetStoredInteger(udg_cache, I2S(H2I(h)), key)
endfunction
function set_object_iparam takes agent h, string key, integer val returns nothing
call StoreInteger(udg_cache, I2S(H2I(h)), key, val)
endfunction
function get_object_rparam takes agent h, string key returns real
return GetStoredReal(udg_cache, I2S(H2I(h)), key)
endfunction
function set_object_rparam takes agent h, string key, real val returns nothing
call StoreReal(udg_cache, I2S(H2I(h)), key, val)
endfunction
function get_object_bparam takes agent h, string key returns boolean
return GetStoredBoolean(udg_cache, I2S(H2I(h)), key)
endfunction
function set_object_bparam takes agent h, string key, boolean val returns nothing
call StoreBoolean(udg_cache, I2S(H2I(h)), key, val)
endfunction
function get_object_sparam takes agent h, string key returns string
return GetStoredString(udg_cache, I2S(H2I(h)), key)
endfunction
function set_object_sparam takes agent h, string key, string val returns nothing
call StoreString(udg_cache, I2S(H2I(h)), key, val)
endfunction
function get_object_uparam takes agent h, string key returns unit
return I2U(GetStoredInteger(udg_cache, I2S(H2I(h)), key))
endfunction
function flush_object takes agent h returns nothing
call FlushStoredMission(udg_cache, I2S(H2I(h)))
endfunction
//############################################################################
Name | Type | is_array | initial_value |
Bind_Effect | lightning | No | |
Bounty | integer | No | |
BUG | boolean | No | false |
Bullets | group | No | |
cache | gamecache | No | |
Can_Shoot | boolean | No | true |
Channeling | boolean | Yes | |
Colour_Live | string | Yes | |
DiagogButton | button | Yes | |
Dialod_Diff | dialog | No | |
Direction_Channeling | real | Yes | |
Down | boolean | Yes | |
Factor | real | No | |
Left | boolean | Yes | |
Miliseconds | integer | No | |
Minutes | integer | No | |
Money | integer | No | |
Move_Direction | real | No | |
Moving | integer | No | |
Player_Name | string | No | |
Position | location | Yes | |
Position2 | location | Yes | |
Reward | integer | No | |
Right | boolean | Yes | |
Row1 | location | Yes | |
Row2 | location | Yes | |
Row3 | location | Yes | |
Row4 | location | Yes | |
Score | integer | No | |
ScoreBoard | leaderboard | Yes | |
SCORETEST | integer | No | |
Seconds | integer | No | |
Shop | string | No | |
Temp_Dialog | dialog | No | |
Temp_Facing | real | No | |
Temp_Facing2 | real | No | |
Temp_Group | group | No | |
Temp_Integer | integer | No | |
Temp_Position | location | No | |
Temp_Position2 | location | No | |
Temp_Real | real | No | |
Temp_Real2 | real | No | |
Temp_String | string | No | |
Temp_String2 | string | No | |
Temp_Target_Point | location | No | |
Temp_Target_Point2 | location | No | |
Temp_Unit | unit | No | |
Up | boolean | Yes | |
Wave | integer | No | |
Weapon | string | No |