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[General] List of Blizzard jass (BJ_) variables

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http://jass.sourceforge.net/doc/api/Blizzard_j-source.shtml#6637

Code:
globals
    //-----------------------------------------------------------------------
    // Constants
    //

    // Misc constants
    constant real      bj_PI                            = 3.14159
    constant real      bj_E                             = 2.71828
    constant real      bj_CELLWIDTH                     = 128.0
    constant real      bj_CLIFFHEIGHT                   = 128.0
    constant real      bj_UNIT_FACING                   = 270.0
    constant real      bj_RADTODEG                      = 180.0/bj_PI
    constant real      bj_DEGTORAD                      = bj_PI/180.0
    constant real      bj_TEXT_DELAY_QUEST              = 20.00
    constant real      bj_TEXT_DELAY_QUESTUPDATE        = 20.00
    constant real      bj_TEXT_DELAY_QUESTDONE          = 20.00
    constant real      bj_TEXT_DELAY_QUESTFAILED        = 20.00
    constant real      bj_TEXT_DELAY_QUESTREQUIREMENT   = 20.00
    constant real      bj_TEXT_DELAY_MISSIONFAILED      = 20.00
    constant real      bj_TEXT_DELAY_ALWAYSHINT         = 12.00
    constant real      bj_TEXT_DELAY_HINT               = 12.00
    constant real      bj_TEXT_DELAY_SECRET             = 10.00
    constant real      bj_TEXT_DELAY_UNITACQUIRED       = 15.00
    constant real      bj_TEXT_DELAY_UNITAVAILABLE      = 10.00
    constant real      bj_TEXT_DELAY_ITEMACQUIRED       = 10.00
    constant real      bj_TEXT_DELAY_WARNING            = 12.00
    constant real      bj_QUEUE_DELAY_QUEST             =  5.00
    constant real      bj_QUEUE_DELAY_HINT              =  5.00
    constant real      bj_QUEUE_DELAY_SECRET            =  3.00
    constant real      bj_HANDICAP_EASY                 = 60.00
    constant real      bj_GAME_STARTED_THRESHOLD        =  0.01
    constant real      bj_WAIT_FOR_COND_MIN_INTERVAL    =  0.10
    constant real      bj_POLLED_WAIT_INTERVAL          =  0.10
    constant real      bj_POLLED_WAIT_SKIP_THRESHOLD    =  2.00

    // Game constants
    constant integer   bj_MAX_INVENTORY                 =   6
    constant integer   bj_MAX_PLAYERS                   =  12
    constant integer   bj_PLAYER_NEUTRAL_VICTIM         =  13
    constant integer   bj_PLAYER_NEUTRAL_EXTRA          =  14
    constant integer   bj_MAX_PLAYER_SLOTS              =  16
    constant integer   bj_MAX_SKELETONS                 =  25
    constant integer   bj_MAX_STOCK_ITEM_SLOTS          =  11
    constant integer   bj_MAX_STOCK_UNIT_SLOTS          =  11
    constant integer   bj_MAX_ITEM_LEVEL                =  10

    // Ideally these would be looked up from Units/MiscData.txt,
    // but there is currently no script functionality exposed to do that
    constant real      bj_TOD_DAWN                      = 6.00
    constant real      bj_TOD_DUSK                      = 18.00

    // Melee game settings:
    //   - Starting Time of Day (TOD)
    //   - Starting Gold
    //   - Starting Lumber
    //   - Starting Hero Tokens (free heroes)
    //   - Max heroes allowed per player
    //   - Max heroes allowed per hero type
    //   - Distance from start loc to search for nearby mines
    //
    constant real      bj_MELEE_STARTING_TOD            = 8.00
    constant integer   bj_MELEE_STARTING_GOLD_V0        = 750
    constant integer   bj_MELEE_STARTING_GOLD_V1        = 500
    constant integer   bj_MELEE_STARTING_LUMBER_V0      = 200
    constant integer   bj_MELEE_STARTING_LUMBER_V1      = 150
    constant integer   bj_MELEE_STARTING_HERO_TOKENS    = 1
    constant integer   bj_MELEE_HERO_LIMIT              = 3
    constant integer   bj_MELEE_HERO_TYPE_LIMIT         = 1
    constant real      bj_MELEE_MINE_SEARCH_RADIUS      = 2000
    constant real      bj_MELEE_CLEAR_UNITS_RADIUS      = 1500
    constant real      bj_MELEE_CRIPPLE_TIMEOUT         = 120.00
    constant real      bj_MELEE_CRIPPLE_MSG_DURATION    = 20.00
    constant integer   bj_MELEE_MAX_TWINKED_HEROES_V0   = 3
    constant integer   bj_MELEE_MAX_TWINKED_HEROES_V1   = 1

    // Delay between a creep's death and the time it may drop an item.
    constant real      bj_CREEP_ITEM_DELAY              = 0.50

    // Timing settings for Marketplace inventories.
    constant real      bj_STOCK_RESTOCK_INITIAL_DELAY   = 120
    constant real      bj_STOCK_RESTOCK_INTERVAL        = 30
    constant integer   bj_STOCK_MAX_ITERATIONS          = 20

    // Max events registered by a single "dest dies in region" event.
    constant integer   bj_MAX_DEST_IN_REGION_EVENTS     = 64

    // Camera settings
    constant integer   bj_CAMERA_MIN_FARZ               = 100
    constant integer   bj_CAMERA_DEFAULT_DISTANCE       = 1650
    constant integer   bj_CAMERA_DEFAULT_FARZ           = 5000
    constant integer   bj_CAMERA_DEFAULT_AOA            = 304
    constant integer   bj_CAMERA_DEFAULT_FOV            = 70
    constant integer   bj_CAMERA_DEFAULT_ROLL           = 0
    constant integer   bj_CAMERA_DEFAULT_ROTATION       = 90

    // Rescue
    constant real      bj_RESCUE_PING_TIME              = 2.00

    // Transmission behavior settings
    constant real      bj_NOTHING_SOUND_DURATION        = 5.00
    constant real      bj_TRANSMISSION_PING_TIME        = 1.00
    constant integer   bj_TRANSMISSION_IND_RED          = 255
    constant integer   bj_TRANSMISSION_IND_BLUE         = 255
    constant integer   bj_TRANSMISSION_IND_GREEN        = 255
    constant integer   bj_TRANSMISSION_IND_ALPHA        = 255
    constant real      bj_TRANSMISSION_PORT_HANGTIME    = 1.50

    // Cinematic mode settings
    constant real      bj_CINEMODE_INTERFACEFADE        = 0.50
    constant gamespeed bj_CINEMODE_GAMESPEED            = MAP_SPEED_NORMAL

    // Cinematic mode volume levels
    constant real      bj_CINEMODE_VOLUME_UNITMOVEMENT  = 0.40
    constant real      bj_CINEMODE_VOLUME_UNITSOUNDS    = 0.00
    constant real      bj_CINEMODE_VOLUME_COMBAT        = 0.40
    constant real      bj_CINEMODE_VOLUME_SPELLS        = 0.40
    constant real      bj_CINEMODE_VOLUME_UI            = 0.00
    constant real      bj_CINEMODE_VOLUME_MUSIC         = 0.55
    constant real      bj_CINEMODE_VOLUME_AMBIENTSOUNDS = 1.00
    constant real      bj_CINEMODE_VOLUME_FIRE          = 0.60

    // Speech mode volume levels
    constant real      bj_SPEECH_VOLUME_UNITMOVEMENT    = 0.25
    constant real      bj_SPEECH_VOLUME_UNITSOUNDS      = 0.00
    constant real      bj_SPEECH_VOLUME_COMBAT          = 0.25
    constant real      bj_SPEECH_VOLUME_SPELLS          = 0.25
    constant real      bj_SPEECH_VOLUME_UI              = 0.00
    constant real      bj_SPEECH_VOLUME_MUSIC           = 0.55
    constant real      bj_SPEECH_VOLUME_AMBIENTSOUNDS   = 1.00
    constant real      bj_SPEECH_VOLUME_FIRE            = 0.60

    // Smart pan settings
    constant real      bj_SMARTPAN_TRESHOLD_PAN         = 500
    constant real      bj_SMARTPAN_TRESHOLD_SNAP        = 3500

    // QueuedTriggerExecute settings
    constant integer   bj_MAX_QUEUED_TRIGGERS           = 100
    constant real      bj_QUEUED_TRIGGER_TIMEOUT        = 180.00

    // Campaign indexing constants
    constant integer   bj_CAMPAIGN_INDEX_T        = 0
    constant integer   bj_CAMPAIGN_INDEX_H        = 1
    constant integer   bj_CAMPAIGN_INDEX_U        = 2
    constant integer   bj_CAMPAIGN_INDEX_O        = 3
    constant integer   bj_CAMPAIGN_INDEX_N        = 4
    constant integer   bj_CAMPAIGN_INDEX_XN       = 5
    constant integer   bj_CAMPAIGN_INDEX_XH       = 6
    constant integer   bj_CAMPAIGN_INDEX_XU       = 7
    constant integer   bj_CAMPAIGN_INDEX_XO       = 8

    // Campaign offset constants (for mission indexing)
    constant integer   bj_CAMPAIGN_OFFSET_T       = 0
    constant integer   bj_CAMPAIGN_OFFSET_H       = 1
    constant integer   bj_CAMPAIGN_OFFSET_U       = 2
    constant integer   bj_CAMPAIGN_OFFSET_O       = 3
    constant integer   bj_CAMPAIGN_OFFSET_N       = 4
    constant integer   bj_CAMPAIGN_OFFSET_XN      = 0
    constant integer   bj_CAMPAIGN_OFFSET_XH      = 1
    constant integer   bj_CAMPAIGN_OFFSET_XU      = 2
    constant integer   bj_CAMPAIGN_OFFSET_XO      = 3

    // Mission indexing constants
    // Tutorial
    constant integer   bj_MISSION_INDEX_T00       = bj_CAMPAIGN_OFFSET_T * 1000 + 0
    constant integer   bj_MISSION_INDEX_T01       = bj_CAMPAIGN_OFFSET_T * 1000 + 1
    // Human
    constant integer   bj_MISSION_INDEX_H00       = bj_CAMPAIGN_OFFSET_H * 1000 + 0
    constant integer   bj_MISSION_INDEX_H01       = bj_CAMPAIGN_OFFSET_H * 1000 + 1
    constant integer   bj_MISSION_INDEX_H02       = bj_CAMPAIGN_OFFSET_H * 1000 + 2
    constant integer   bj_MISSION_INDEX_H03       = bj_CAMPAIGN_OFFSET_H * 1000 + 3
    constant integer   bj_MISSION_INDEX_H04       = bj_CAMPAIGN_OFFSET_H * 1000 + 4
    constant integer   bj_MISSION_INDEX_H05       = bj_CAMPAIGN_OFFSET_H * 1000 + 5
    constant integer   bj_MISSION_INDEX_H06       = bj_CAMPAIGN_OFFSET_H * 1000 + 6
    constant integer   bj_MISSION_INDEX_H07       = bj_CAMPAIGN_OFFSET_H * 1000 + 7
    constant integer   bj_MISSION_INDEX_H08       = bj_CAMPAIGN_OFFSET_H * 1000 + 8
    constant integer   bj_MISSION_INDEX_H09       = bj_CAMPAIGN_OFFSET_H * 1000 + 9
    constant integer   bj_MISSION_INDEX_H10       = bj_CAMPAIGN_OFFSET_H * 1000 + 10
    constant integer   bj_MISSION_INDEX_H11       = bj_CAMPAIGN_OFFSET_H * 1000 + 11
    // Undead
    constant integer   bj_MISSION_INDEX_U00       = bj_CAMPAIGN_OFFSET_U * 1000 + 0
    constant integer   bj_MISSION_INDEX_U01       = bj_CAMPAIGN_OFFSET_U * 1000 + 1
    constant integer   bj_MISSION_INDEX_U02       = bj_CAMPAIGN_OFFSET_U * 1000 + 2
    constant integer   bj_MISSION_INDEX_U03       = bj_CAMPAIGN_OFFSET_U * 1000 + 3
    constant integer   bj_MISSION_INDEX_U05       = bj_CAMPAIGN_OFFSET_U * 1000 + 4
    constant integer   bj_MISSION_INDEX_U07       = bj_CAMPAIGN_OFFSET_U * 1000 + 5
    constant integer   bj_MISSION_INDEX_U08       = bj_CAMPAIGN_OFFSET_U * 1000 + 6
    constant integer   bj_MISSION_INDEX_U09       = bj_CAMPAIGN_OFFSET_U * 1000 + 7
    constant integer   bj_MISSION_INDEX_U10       = bj_CAMPAIGN_OFFSET_U * 1000 + 8
    constant integer   bj_MISSION_INDEX_U11       = bj_CAMPAIGN_OFFSET_U * 1000 + 9
    // Orc
    constant integer   bj_MISSION_INDEX_O00       = bj_CAMPAIGN_OFFSET_O * 1000 + 0
    constant integer   bj_MISSION_INDEX_O01       = bj_CAMPAIGN_OFFSET_O * 1000 + 1
    constant integer   bj_MISSION_INDEX_O02       = bj_CAMPAIGN_OFFSET_O * 1000 + 2
    constant integer   bj_MISSION_INDEX_O03       = bj_CAMPAIGN_OFFSET_O * 1000 + 3
    constant integer   bj_MISSION_INDEX_O04       = bj_CAMPAIGN_OFFSET_O * 1000 + 4
    constant integer   bj_MISSION_INDEX_O05       = bj_CAMPAIGN_OFFSET_O * 1000 + 5
    constant integer   bj_MISSION_INDEX_O06       = bj_CAMPAIGN_OFFSET_O * 1000 + 6
    constant integer   bj_MISSION_INDEX_O07       = bj_CAMPAIGN_OFFSET_O * 1000 + 7
    constant integer   bj_MISSION_INDEX_O08       = bj_CAMPAIGN_OFFSET_O * 1000 + 8
    constant integer   bj_MISSION_INDEX_O09       = bj_CAMPAIGN_OFFSET_O * 1000 + 9
    constant integer   bj_MISSION_INDEX_O10       = bj_CAMPAIGN_OFFSET_O * 1000 + 10
    // Night Elf
    constant integer   bj_MISSION_INDEX_N00       = bj_CAMPAIGN_OFFSET_N * 1000 + 0
    constant integer   bj_MISSION_INDEX_N01       = bj_CAMPAIGN_OFFSET_N * 1000 + 1
    constant integer   bj_MISSION_INDEX_N02       = bj_CAMPAIGN_OFFSET_N * 1000 + 2
    constant integer   bj_MISSION_INDEX_N03       = bj_CAMPAIGN_OFFSET_N * 1000 + 3
    constant integer   bj_MISSION_INDEX_N04       = bj_CAMPAIGN_OFFSET_N * 1000 + 4
    constant integer   bj_MISSION_INDEX_N05       = bj_CAMPAIGN_OFFSET_N * 1000 + 5
    constant integer   bj_MISSION_INDEX_N06       = bj_CAMPAIGN_OFFSET_N * 1000 + 6
    constant integer   bj_MISSION_INDEX_N07       = bj_CAMPAIGN_OFFSET_N * 1000 + 7
    constant integer   bj_MISSION_INDEX_N08       = bj_CAMPAIGN_OFFSET_N * 1000 + 8
    constant integer   bj_MISSION_INDEX_N09       = bj_CAMPAIGN_OFFSET_N * 1000 + 9
    // Expansion Night Elf
    constant integer   bj_MISSION_INDEX_XN00       = bj_CAMPAIGN_OFFSET_XN * 1000 + 0
    constant integer   bj_MISSION_INDEX_XN01       = bj_CAMPAIGN_OFFSET_XN * 1000 + 1
    constant integer   bj_MISSION_INDEX_XN02       = bj_CAMPAIGN_OFFSET_XN * 1000 + 2
    constant integer   bj_MISSION_INDEX_XN03       = bj_CAMPAIGN_OFFSET_XN * 1000 + 3
    constant integer   bj_MISSION_INDEX_XN04       = bj_CAMPAIGN_OFFSET_XN * 1000 + 4
    constant integer   bj_MISSION_INDEX_XN05       = bj_CAMPAIGN_OFFSET_XN * 1000 + 5
    constant integer   bj_MISSION_INDEX_XN06       = bj_CAMPAIGN_OFFSET_XN * 1000 + 6
    constant integer   bj_MISSION_INDEX_XN07       = bj_CAMPAIGN_OFFSET_XN * 1000 + 7
    constant integer   bj_MISSION_INDEX_XN08       = bj_CAMPAIGN_OFFSET_XN * 1000 + 8
    constant integer   bj_MISSION_INDEX_XN09       = bj_CAMPAIGN_OFFSET_XN * 1000 + 9
    constant integer   bj_MISSION_INDEX_XN10       = bj_CAMPAIGN_OFFSET_XN * 1000 + 10
    // Expansion Human
    constant integer   bj_MISSION_INDEX_XH00       = bj_CAMPAIGN_OFFSET_XH * 1000 + 0
    constant integer   bj_MISSION_INDEX_XH01       = bj_CAMPAIGN_OFFSET_XH * 1000 + 1
    constant integer   bj_MISSION_INDEX_XH02       = bj_CAMPAIGN_OFFSET_XH * 1000 + 2
    constant integer   bj_MISSION_INDEX_XH03       = bj_CAMPAIGN_OFFSET_XH * 1000 + 3
    constant integer   bj_MISSION_INDEX_XH04       = bj_CAMPAIGN_OFFSET_XH * 1000 + 4
    constant integer   bj_MISSION_INDEX_XH05       = bj_CAMPAIGN_OFFSET_XH * 1000 + 5
    constant integer   bj_MISSION_INDEX_XH06       = bj_CAMPAIGN_OFFSET_XH * 1000 + 6
    constant integer   bj_MISSION_INDEX_XH07       = bj_CAMPAIGN_OFFSET_XH * 1000 + 7
    constant integer   bj_MISSION_INDEX_XH08       = bj_CAMPAIGN_OFFSET_XH * 1000 + 8
    constant integer   bj_MISSION_INDEX_XH09       = bj_CAMPAIGN_OFFSET_XH * 1000 + 9
    // Expansion Undead
    constant integer   bj_MISSION_INDEX_XU00       = bj_CAMPAIGN_OFFSET_XU * 1000 + 0
    constant integer   bj_MISSION_INDEX_XU01       = bj_CAMPAIGN_OFFSET_XU * 1000 + 1
    constant integer   bj_MISSION_INDEX_XU02       = bj_CAMPAIGN_OFFSET_XU * 1000 + 2
    constant integer   bj_MISSION_INDEX_XU03       = bj_CAMPAIGN_OFFSET_XU * 1000 + 3
    constant integer   bj_MISSION_INDEX_XU04       = bj_CAMPAIGN_OFFSET_XU * 1000 + 4
    constant integer   bj_MISSION_INDEX_XU05       = bj_CAMPAIGN_OFFSET_XU * 1000 + 5
    constant integer   bj_MISSION_INDEX_XU06       = bj_CAMPAIGN_OFFSET_XU * 1000 + 6
    constant integer   bj_MISSION_INDEX_XU07       = bj_CAMPAIGN_OFFSET_XU * 1000 + 7
    constant integer   bj_MISSION_INDEX_XU08       = bj_CAMPAIGN_OFFSET_XU * 1000 + 8
    constant integer   bj_MISSION_INDEX_XU09       = bj_CAMPAIGN_OFFSET_XU * 1000 + 9
    constant integer   bj_MISSION_INDEX_XU10       = bj_CAMPAIGN_OFFSET_XU * 1000 + 10
    constant integer   bj_MISSION_INDEX_XU11       = bj_CAMPAIGN_OFFSET_XU * 1000 + 11
    constant integer   bj_MISSION_INDEX_XU12       = bj_CAMPAIGN_OFFSET_XU * 1000 + 12
    constant integer   bj_MISSION_INDEX_XU13       = bj_CAMPAIGN_OFFSET_XU * 1000 + 13

    // Expansion Orc
    constant integer   bj_MISSION_INDEX_XO00       = bj_CAMPAIGN_OFFSET_XO * 1000 + 0

    // Cinematic indexing constants
    constant integer   bj_CINEMATICINDEX_TOP      = 0
    constant integer   bj_CINEMATICINDEX_HOP      = 1
    constant integer   bj_CINEMATICINDEX_HED      = 2
    constant integer   bj_CINEMATICINDEX_OOP      = 3
    constant integer   bj_CINEMATICINDEX_OED      = 4
    constant integer   bj_CINEMATICINDEX_UOP      = 5
    constant integer   bj_CINEMATICINDEX_UED      = 6
    constant integer   bj_CINEMATICINDEX_NOP      = 7
    constant integer   bj_CINEMATICINDEX_NED      = 8
    constant integer   bj_CINEMATICINDEX_XOP      = 9
    constant integer   bj_CINEMATICINDEX_XED      = 10

    // Alliance settings
    constant integer   bj_ALLIANCE_UNALLIED        = 0
    constant integer   bj_ALLIANCE_UNALLIED_VISION = 1
    constant integer   bj_ALLIANCE_ALLIED          = 2
    constant integer   bj_ALLIANCE_ALLIED_VISION   = 3
    constant integer   bj_ALLIANCE_ALLIED_UNITS    = 4
    constant integer   bj_ALLIANCE_ALLIED_ADVUNITS = 5
    constant integer   bj_ALLIANCE_NEUTRAL         = 6
    constant integer   bj_ALLIANCE_NEUTRAL_VISION  = 7

    // Keyboard Event Types
    constant integer   bj_KEYEVENTTYPE_DEPRESS     = 0
    constant integer   bj_KEYEVENTTYPE_RELEASE     = 1

    // Keyboard Event Keys
    constant integer   bj_KEYEVENTKEY_LEFT         = 0
    constant integer   bj_KEYEVENTKEY_RIGHT        = 1
    constant integer   bj_KEYEVENTKEY_DOWN         = 2
    constant integer   bj_KEYEVENTKEY_UP           = 3

    // Transmission timing methods
    constant integer   bj_TIMETYPE_ADD             = 0
    constant integer   bj_TIMETYPE_SET             = 1
    constant integer   bj_TIMETYPE_SUB             = 2

    // Camera bounds adjustment methods
    constant integer   bj_CAMERABOUNDS_ADJUST_ADD  = 0
    constant integer   bj_CAMERABOUNDS_ADJUST_SUB  = 1

    // Quest creation states
    constant integer   bj_QUESTTYPE_REQ_DISCOVERED   = 0
    constant integer   bj_QUESTTYPE_REQ_UNDISCOVERED = 1
    constant integer   bj_QUESTTYPE_OPT_DISCOVERED   = 2
    constant integer   bj_QUESTTYPE_OPT_UNDISCOVERED = 3

    // Quest message types
    constant integer   bj_QUESTMESSAGE_DISCOVERED    = 0
    constant integer   bj_QUESTMESSAGE_UPDATED       = 1
    constant integer   bj_QUESTMESSAGE_COMPLETED     = 2
    constant integer   bj_QUESTMESSAGE_FAILED        = 3
    constant integer   bj_QUESTMESSAGE_REQUIREMENT   = 4
    constant integer   bj_QUESTMESSAGE_MISSIONFAILED = 5
    constant integer   bj_QUESTMESSAGE_ALWAYSHINT    = 6
    constant integer   bj_QUESTMESSAGE_HINT          = 7
    constant integer   bj_QUESTMESSAGE_SECRET        = 8
    constant integer   bj_QUESTMESSAGE_UNITACQUIRED  = 9
    constant integer   bj_QUESTMESSAGE_UNITAVAILABLE = 10
    constant integer   bj_QUESTMESSAGE_ITEMACQUIRED  = 11
    constant integer   bj_QUESTMESSAGE_WARNING       = 12

    // Leaderboard sorting methods
    constant integer   bj_SORTTYPE_SORTBYVALUE     = 0
    constant integer   bj_SORTTYPE_SORTBYPLAYER    = 1
    constant integer   bj_SORTTYPE_SORTBYLABEL     = 2

    // Cinematic fade filter methods
    constant integer   bj_CINEFADETYPE_FADEIN      = 0
    constant integer   bj_CINEFADETYPE_FADEOUT     = 1
    constant integer   bj_CINEFADETYPE_FADEOUTIN   = 2

    // Buff removal methods
    constant integer   bj_REMOVEBUFFS_POSITIVE     = 0
    constant integer   bj_REMOVEBUFFS_NEGATIVE     = 1
    constant integer   bj_REMOVEBUFFS_ALL          = 2
    constant integer   bj_REMOVEBUFFS_NONTLIFE     = 3

    // Buff properties - polarity
    constant integer   bj_BUFF_POLARITY_POSITIVE   = 0
    constant integer   bj_BUFF_POLARITY_NEGATIVE   = 1
    constant integer   bj_BUFF_POLARITY_EITHER     = 2

    // Buff properties - resist type
    constant integer   bj_BUFF_RESIST_MAGIC        = 0
    constant integer   bj_BUFF_RESIST_PHYSICAL     = 1
    constant integer   bj_BUFF_RESIST_EITHER       = 2
    constant integer   bj_BUFF_RESIST_BOTH         = 3

    // Hero stats
    constant integer   bj_HEROSTAT_STR             = 0
    constant integer   bj_HEROSTAT_AGI             = 1
    constant integer   bj_HEROSTAT_INT             = 2

    // Hero skill point modification methods
    constant integer   bj_MODIFYMETHOD_ADD    = 0
    constant integer   bj_MODIFYMETHOD_SUB    = 1
    constant integer   bj_MODIFYMETHOD_SET    = 2

    // Unit state adjustment methods (for replaced units)
    constant integer   bj_UNIT_STATE_METHOD_ABSOLUTE = 0
    constant integer   bj_UNIT_STATE_METHOD_RELATIVE = 1
    constant integer   bj_UNIT_STATE_METHOD_DEFAULTS = 2
    constant integer   bj_UNIT_STATE_METHOD_MAXIMUM  = 3

    // Gate operations
    constant integer   bj_GATEOPERATION_CLOSE      = 0
    constant integer   bj_GATEOPERATION_OPEN       = 1
    constant integer   bj_GATEOPERATION_DESTROY    = 2

    // Game cache value types
    constant integer   bj_GAMECACHE_BOOLEAN                 = 0
    constant integer   bj_GAMECACHE_INTEGER                 = 1
    constant integer   bj_GAMECACHE_REAL                    = 2
    constant integer   bj_GAMECACHE_UNIT                    = 3
    constant integer   bj_GAMECACHE_STRING                  = 4
  
    // Hashtable value types
    constant integer   bj_HASHTABLE_BOOLEAN                 = 0
    constant integer   bj_HASHTABLE_INTEGER                 = 1
    constant integer   bj_HASHTABLE_REAL                    = 2
    constant integer   bj_HASHTABLE_STRING                  = 3
    constant integer   bj_HASHTABLE_HANDLE                  = 4

    // Item status types
    constant integer   bj_ITEM_STATUS_HIDDEN       = 0
    constant integer   bj_ITEM_STATUS_OWNED        = 1
    constant integer   bj_ITEM_STATUS_INVULNERABLE = 2
    constant integer   bj_ITEM_STATUS_POWERUP      = 3
    constant integer   bj_ITEM_STATUS_SELLABLE     = 4
    constant integer   bj_ITEM_STATUS_PAWNABLE     = 5

    // Itemcode status types
    constant integer   bj_ITEMCODE_STATUS_POWERUP  = 0
    constant integer   bj_ITEMCODE_STATUS_SELLABLE = 1
    constant integer   bj_ITEMCODE_STATUS_PAWNABLE = 2

    // Minimap ping styles
    constant integer   bj_MINIMAPPINGSTYLE_SIMPLE  = 0
    constant integer   bj_MINIMAPPINGSTYLE_FLASHY  = 1
    constant integer   bj_MINIMAPPINGSTYLE_ATTACK  = 2

    // Corpse creation settings
    constant real      bj_CORPSE_MAX_DEATH_TIME    = 8.00

    // Corpse creation styles
    constant integer   bj_CORPSETYPE_FLESH         = 0
    constant integer   bj_CORPSETYPE_BONE          = 1

    // Elevator pathing-blocker destructable code
    constant integer   bj_ELEVATOR_BLOCKER_CODE    = 'DTep'
    constant integer   bj_ELEVATOR_CODE01          = 'DTrf'
    constant integer   bj_ELEVATOR_CODE02          = 'DTrx'

    // Elevator wall codes
    constant integer   bj_ELEVATOR_WALL_TYPE_ALL        = 0
    constant integer   bj_ELEVATOR_WALL_TYPE_EAST       = 1
    constant integer   bj_ELEVATOR_WALL_TYPE_NORTH      = 2
    constant integer   bj_ELEVATOR_WALL_TYPE_SOUTH      = 3
    constant integer   bj_ELEVATOR_WALL_TYPE_WEST       = 4

    //-----------------------------------------------------------------------
    // Variables
    //

    // Force predefs
    force              bj_FORCE_ALL_PLAYERS        = null
    force array        bj_FORCE_PLAYER

    integer            bj_MELEE_MAX_TWINKED_HEROES = 0

    // Map area rects
    rect               bj_mapInitialPlayableArea   = null
    rect               bj_mapInitialCameraBounds   = null

    // Utility function vars
    integer            bj_forLoopAIndex            = 0
    integer            bj_forLoopBIndex            = 0
    integer            bj_forLoopAIndexEnd         = 0
    integer            bj_forLoopBIndexEnd         = 0

    boolean            bj_slotControlReady         = false
    boolean array      bj_slotControlUsed
    mapcontrol array   bj_slotControl

    // Game started detection vars
    timer              bj_gameStartedTimer         = null
    boolean            bj_gameStarted              = false
    timer              bj_volumeGroupsTimer        = CreateTimer()

    // Singleplayer check
    boolean            bj_isSinglePlayer           = false

    // Day/Night Cycle vars
    trigger            bj_dncSoundsDay             = null
    trigger            bj_dncSoundsNight           = null
    sound              bj_dayAmbientSound          = null
    sound              bj_nightAmbientSound        = null
    trigger            bj_dncSoundsDawn            = null
    trigger            bj_dncSoundsDusk            = null
    sound              bj_dawnSound                = null
    sound              bj_duskSound                = null
    boolean            bj_useDawnDuskSounds        = true
    boolean            bj_dncIsDaytime             = false

    // Triggered sounds
    //sound              bj_pingMinimapSound         = null
    sound              bj_rescueSound              = null
    sound              bj_questDiscoveredSound     = null
    sound              bj_questUpdatedSound        = null
    sound              bj_questCompletedSound      = null
    sound              bj_questFailedSound         = null
    sound              bj_questHintSound           = null
    sound              bj_questSecretSound         = null
    sound              bj_questItemAcquiredSound   = null
    sound              bj_questWarningSound        = null
    sound              bj_victoryDialogSound       = null
    sound              bj_defeatDialogSound        = null

    // Marketplace vars
    trigger            bj_stockItemPurchased       = null
    timer              bj_stockUpdateTimer         = null
    boolean array      bj_stockAllowedPermanent
    boolean array      bj_stockAllowedCharged
    boolean array      bj_stockAllowedArtifact
    integer            bj_stockPickedItemLevel     = 0
    itemtype           bj_stockPickedItemType

    // Melee vars
    trigger            bj_meleeVisibilityTrained   = null
    boolean            bj_meleeVisibilityIsDay     = true
    boolean            bj_meleeGrantHeroItems      = false
    location           bj_meleeNearestMineToLoc    = null
    unit               bj_meleeNearestMine         = null
    real               bj_meleeNearestMineDist     = 0.00
    boolean            bj_meleeGameOver            = false
    boolean array      bj_meleeDefeated
    boolean array      bj_meleeVictoried
    unit array         bj_ghoul
    timer array        bj_crippledTimer
    timerdialog array  bj_crippledTimerWindows
    boolean array      bj_playerIsCrippled
    boolean array      bj_playerIsExposed
    boolean            bj_finishSoonAllExposed     = false
    timerdialog        bj_finishSoonTimerDialog    = null
    integer array      bj_meleeTwinkedHeroes

    // Rescue behavior vars
    trigger            bj_rescueUnitBehavior       = null
    boolean            bj_rescueChangeColorUnit    = true
    boolean            bj_rescueChangeColorBldg    = true

    // Transmission vars
    timer              bj_cineSceneEndingTimer     = null
    sound              bj_cineSceneLastSound       = null
    trigger            bj_cineSceneBeingSkipped    = null

    // Cinematic mode vars
    gamespeed          bj_cineModePriorSpeed       = MAP_SPEED_NORMAL
    boolean            bj_cineModePriorFogSetting  = false
    boolean            bj_cineModePriorMaskSetting = false
    boolean            bj_cineModeAlreadyIn        = false
    boolean            bj_cineModePriorDawnDusk    = false
    integer            bj_cineModeSavedSeed        = 0

    // Cinematic fade vars
    timer              bj_cineFadeFinishTimer      = null
    timer              bj_cineFadeContinueTimer    = null
    real               bj_cineFadeContinueRed      = 0
    real               bj_cineFadeContinueGreen    = 0
    real               bj_cineFadeContinueBlue     = 0
    real               bj_cineFadeContinueTrans    = 0
    real               bj_cineFadeContinueDuration = 0
    string             bj_cineFadeContinueTex      = ""

    // QueuedTriggerExecute vars
    integer            bj_queuedExecTotal          = 0
    trigger array      bj_queuedExecTriggers
    boolean array      bj_queuedExecUseConds
    timer              bj_queuedExecTimeoutTimer   = CreateTimer()
    trigger            bj_queuedExecTimeout        = null

    // Helper vars (for Filter and Enum funcs)
    integer            bj_destInRegionDiesCount    = 0
    trigger            bj_destInRegionDiesTrig     = null
    integer            bj_groupCountUnits          = 0
    integer            bj_forceCountPlayers        = 0
    integer            bj_groupEnumTypeId          = 0
    player             bj_groupEnumOwningPlayer    = null
    group              bj_groupAddGroupDest        = null
    group              bj_groupRemoveGroupDest     = null
    integer            bj_groupRandomConsidered    = 0
    unit               bj_groupRandomCurrentPick   = null
    group              bj_groupLastCreatedDest     = null
    group              bj_randomSubGroupGroup      = null
    integer            bj_randomSubGroupWant       = 0
    integer            bj_randomSubGroupTotal      = 0
    real               bj_randomSubGroupChance     = 0
    integer            bj_destRandomConsidered     = 0
    destructable       bj_destRandomCurrentPick    = null
    destructable       bj_elevatorWallBlocker      = null
    destructable       bj_elevatorNeighbor         = null
    integer            bj_itemRandomConsidered     = 0
    item               bj_itemRandomCurrentPick    = null
    integer            bj_forceRandomConsidered    = 0
    player             bj_forceRandomCurrentPick   = null
    unit               bj_makeUnitRescuableUnit    = null
    boolean            bj_makeUnitRescuableFlag    = true
    boolean            bj_pauseAllUnitsFlag        = true
    location           bj_enumDestructableCenter   = null
    real               bj_enumDestructableRadius   = 0
    playercolor        bj_setPlayerTargetColor     = null
    boolean            bj_isUnitGroupDeadResult    = true
    boolean            bj_isUnitGroupEmptyResult   = true
    boolean            bj_isUnitGroupInRectResult  = true
    rect               bj_isUnitGroupInRectRect    = null
    boolean            bj_changeLevelShowScores    = false
    string             bj_changeLevelMapName       = null
    group              bj_suspendDecayFleshGroup   = CreateGroup()
    group              bj_suspendDecayBoneGroup    = CreateGroup()
    timer              bj_delayedSuspendDecayTimer = CreateTimer()
    trigger            bj_delayedSuspendDecayTrig  = null
    integer            bj_livingPlayerUnitsTypeId  = 0
    widget             bj_lastDyingWidget          = null

    // Random distribution vars
    integer            bj_randDistCount            = 0
    integer array      bj_randDistID
    integer array      bj_randDistChance

    // Last X'd vars
    unit               bj_lastCreatedUnit          = null
    item               bj_lastCreatedItem          = null
    item               bj_lastRemovedItem          = null
    unit               bj_lastHauntedGoldMine      = null
    destructable       bj_lastCreatedDestructable  = null
    group              bj_lastCreatedGroup         = CreateGroup()
    fogmodifier        bj_lastCreatedFogModifier   = null
    effect             bj_lastCreatedEffect        = null
    weathereffect      bj_lastCreatedWeatherEffect = null
    terraindeformation bj_lastCreatedTerrainDeformation = null
    quest              bj_lastCreatedQuest         = null
    questitem          bj_lastCreatedQuestItem     = null
    defeatcondition    bj_lastCreatedDefeatCondition = null
    timer              bj_lastStartedTimer         = CreateTimer()
    timerdialog        bj_lastCreatedTimerDialog   = null
    leaderboard        bj_lastCreatedLeaderboard   = null
    multiboard         bj_lastCreatedMultiboard    = null
    sound              bj_lastPlayedSound          = null
    string             bj_lastPlayedMusic          = ""
    real               bj_lastTransmissionDuration = 0
    gamecache          bj_lastCreatedGameCache     = null
    hashtable          bj_lastCreatedHashtable     = null
    unit               bj_lastLoadedUnit           = null
    button             bj_lastCreatedButton        = null
    unit               bj_lastReplacedUnit         = null
    texttag            bj_lastCreatedTextTag       = null
    lightning          bj_lastCreatedLightning     = null
    image              bj_lastCreatedImage         = null
    ubersplat          bj_lastCreatedUbersplat     = null

    // Filter function vars
    boolexpr           filterIssueHauntOrderAtLocBJ      = null
    boolexpr           filterEnumDestructablesInCircleBJ = null
    boolexpr           filterGetUnitsInRectOfPlayer      = null
    boolexpr           filterGetUnitsOfTypeIdAll         = null
    boolexpr           filterGetUnitsOfPlayerAndTypeId   = null
    boolexpr           filterMeleeTrainedUnitIsHeroBJ    = null
    boolexpr           filterLivingPlayerUnitsOfTypeId   = null

    // Memory cleanup vars
    boolean            bj_wantDestroyGroup         = false
endglobals

Specifically:

Code:
    // Memory cleanup vars
    boolean            bj_wantDestroyGroup         = false
endglobals

So I don't think there are.
 
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