- Joined
- Nov 29, 2006
- Messages
- 2,482
So I just dropped by to give you this.
JASS:
// Camera data used for default camera motion and parameters
//
native void CameraSetData (playergroup players, string cameraId);
// (Note that they changed order plus that IdleWorker and Zoom is new)
const int c_cameraMoveReasonIdleWorker = 1;
const int c_cameraMoveReasonKeyScroll = 2;
const int c_cameraMoveReasonMinimap = 3;
const int c_cameraMoveReasonMouseScroll = 4;
const int c_cameraMoveReasonSelection = 5;
const int c_cameraMoveReasonTown = 6;
const int c_cameraMoveReasonView = 7;
const int c_cameraMoveReasonZoom = 8;
native bool CatalogEntryIsDefault (int catalog, string entry);
native int CatalogFieldValueGetAsInt (int catalog, string entry, string fieldPath, int player);
//--------------------------------------------------------------------------------------------------
// Note: The LinkReplace API does not actually search & replace all catalog fields.
// It saves the replacement in a separate table so that code setup to handle being replaced can
// do the replacement where necessary.
//--------------------------------------------------------------------------------------------------
native void CatalogLinkReplace (int player, int catalog, string idA, string idB);
native string CatalogLinkReplacement (int player, int catalog, string id);
native void GameSetSeed (int value);
// (Changed from 32)
const int c_maxPlayers = 16;
const int c_playerStateChargesPaused = 9;
const int c_playerStateCooldownsPaused = 10;
const int c_playerStateMineralCostIgnored = 11;
const int c_playerStateVespeneCostIgnored = 12;
const int c_playerStateTerrazineCostIgnored = 13;
const int c_playerStateCustomCostIgnored = 14;
const int c_playerStateDisplayGameResult = 15;
native text StringExternalHotkey (string s);
native text StringExternalAsset (string s);
// Unit attributes
const int c_unitAttributeNone = -1; // Base Damage.
const int c_unitAttributeShielded = -2; // Damage vs. Shielded Units.
// The remainder of these are defined in Unit.galaxy
const int c_unitStateDetectable = 29;
const int c_unitStateRadarable = 30;
const int c_unitPropLifeArmor = 35; // Read-only
const int c_unitPropShieldArmor = 36; // Read-only
native unit UnitAddOnChild (unit inUnit, int inIndex);
native unit UnitAddOnParent (unit inUnit);
const int c_unitBehaviorFlagRefreshStack = 9;
// Behavior info flags
const int c_unitBehaviorFlagHidden = 10; // (Was 9 before)
native fixed UnitWeaponDamage (unit inUnit, int inIndex, int inAttribute, bool inMaximum);
native fixed UnitWeaponSpeedMultiplier (unit inUnit, int inIndex);
// Local Selection Types
const int c_localSelectionTypeUnknown = -1;
const int c_localSelectionTypeControlGroup = 0;
const int c_localSelectionTypeIdleButton = 1;
const int c_localSelectionTypePylonButton = 2;
const int c_localSelectionTypeSelectLarva = 3;
const int c_localSelectionTypeSelectBuilder = 4;
const int c_localSelectionTypeAlert = 5;
const int c_localSelectionTypeHeroPanel = 6;
const int c_localSelectionTypeInfoPanel = 7;
const int c_localSelectionTypeWorldPanel = 8;
native void UIStatusBarOverride (playergroup inPlayers, int group);
native void UIStatusBarClearOverride (playergroup inPlayers);
native void UISetResourceVisible (playergroup inPlayers, int inResource, bool inVisible);
native void UISetSelectionTypeEnabled (playergroup inPlayers, int inSelectionType, bool inEnabled);