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[JASS] Where to see Function Definitions?

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Hello!

Title says it all,
Where or how can I see the Function Definitions of JASS natives?

e.g.
JASS:
function foo takes nothing returns nothing //This is easily found

function foo takes nothing returns nothing //Where can I find this?
 DoNothing()
 ???
 profit()
endfunction

There is a list of Declarations, but I can't find a list of Definitions.
JASS Manual: API Browser - common.j

I am expecting the answer to be of the sort of "You blind, use the link on the left of the one you have used." but still...

regards
-Ned
 
Well, only for the BJ functions.
The lowest level natives are hardcoded and not made in jass obviously.
...aren't most BJ natives like:
JASS:
function CreateUnitTotallyMadeUpBJ takes nothing returns nothing
 call CreateUnitTotallyMadeUp()
endfunction
Just JASS wrappers for the actual functions...

-Ned
 
Last edited:
The example given is a function which contains jass.
natives does not contain jass, they are hardcoded.

So if a function contains jass he is talking about a bj function such as
JASS:
function MeleeStartingUnitsHuman takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
    local boolean  useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO)
    local real     unitSpacing   = 64.00
    local unit     nearestMine
    local location nearMineLoc
    local location heroLoc
    local real     peonX
    local real     peonY
    local unit     townHall = null

    if (doPreload) then
        call Preloader( "scripts\\HumanMelee.pld" )
    endif

    set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
    if (nearestMine != null) then
        // Spawn Town Hall at the start location.
        set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
       
        // Spawn Peasants near the mine.
        set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0)
        set peonX = GetLocationX(nearMineLoc)
        set peonY = GetLocationY(nearMineLoc)
        call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 1.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)

        // Set random hero spawn point to be off to the side of the start location.
        set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45)
    else
        // Spawn Town Hall at the start location.
        set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
       
        // Spawn Peasants directly south of the town hall.
        set peonX = GetLocationX(startLoc)
        set peonY = GetLocationY(startLoc) - 224.00
        call CreateUnit(whichPlayer, 'hpea', peonX + 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)

        // Set random hero spawn point to be just south of the start location.
        set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
    endif

    if (townHall != null) then
        call UnitAddAbilityBJ('Amic', townHall)
        call UnitMakeAbilityPermanentBJ(true, 'Amic', townHall)
    endif

    if (doHeroes) then
        // If the "Random Hero" option is set, start the player with a random hero.
        // Otherwise, give them a "free hero" token.
        if useRandomHero then
            call MeleeRandomHeroLoc(whichPlayer, 'Hamg', 'Hmkg', 'Hpal', 'Hblm', heroLoc)
        else
            call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
        endif
    endif

    if (doCamera) then
        // Center the camera on the initial Peasants.
        call SetCameraPositionForPlayer(whichPlayer, peonX, peonY)
        call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY)
    endif
endfunction
 
The example given is a function which contains jass.
natives does not contain jass, they are hardcoded.

So if a function contains jass he is talking about a bj function such as
JASS:
function MeleeStartingUnitsHuman takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
    local boolean  useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO)
    local real     unitSpacing   = 64.00
    local unit     nearestMine
    local location nearMineLoc
    local location heroLoc
    local real     peonX
    local real     peonY
    local unit     townHall = null

    if (doPreload) then
        call Preloader( "scripts\\HumanMelee.pld" )
    endif

    set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
    if (nearestMine != null) then
        // Spawn Town Hall at the start location.
        set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
     
        // Spawn Peasants near the mine.
        set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0)
        set peonX = GetLocationX(nearMineLoc)
        set peonY = GetLocationY(nearMineLoc)
        call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 1.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)

        // Set random hero spawn point to be off to the side of the start location.
        set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45)
    else
        // Spawn Town Hall at the start location.
        set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
     
        // Spawn Peasants directly south of the town hall.
        set peonX = GetLocationX(startLoc)
        set peonY = GetLocationY(startLoc) - 224.00
        call CreateUnit(whichPlayer, 'hpea', peonX + 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
        call CreateUnit(whichPlayer, 'hpea', peonX - 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)

        // Set random hero spawn point to be just south of the start location.
        set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
    endif

    if (townHall != null) then
        call UnitAddAbilityBJ('Amic', townHall)
        call UnitMakeAbilityPermanentBJ(true, 'Amic', townHall)
    endif

    if (doHeroes) then
        // If the "Random Hero" option is set, start the player with a random hero.
        // Otherwise, give them a "free hero" token.
        if useRandomHero then
            call MeleeRandomHeroLoc(whichPlayer, 'Hamg', 'Hmkg', 'Hpal', 'Hblm', heroLoc)
        else
            call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
        endif
    endif

    if (doCamera) then
        // Center the camera on the initial Peasants.
        call SetCameraPositionForPlayer(whichPlayer, peonX, peonY)
        call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY)
    endif
endfunction
No, I am not talking BJ functions.
I want the low-mid level functions, don't really care about the high-level wrappers, those are around every corner...

I should have probably specified a bit more... I've put a link to the blizzard.j, thought that would push ppl in the right direction...

PS: Should have given the example in html or something... :|

-Ned
 
nedio did obviously not know what or what not is inside, how a native is defined. So his example was for understanding, not for giving us information what its exact content is. He was clearly talking about natives with sharing a link to the natives list.

I want the low-mid level functions
natives implementation isn't public, in short.
 
Awwwww... why was I expecting that actually... :|

We all know, if it exists, there is way to get to it. Edit// Not being public does not mean that it is not "available"/"explore-able" //endedit
I would imagine, some of the custom tools are made with at least "some insight" into those, mainly custom scripts & WEs?
Actually... they are mostly just re-packaging WE & JASS :|

...bugger.

-Ned
 
Last edited:
No, I am not talking BJ functions.
I want the low-mid level functions, don't really care about the high-level wrappers, those are around every corner...

I should have probably specified a bit more... I've put a link to the blizzard.j, thought that would push ppl in the right direction...

PS: Should have given the example in html or something... :|

-Ned

That would be the common.j file. Even then, I think there's not a lot of documentation useful enough for dissection.

 
Probably inside a dll file... The people who hack in natives would probably know more about this though.
 
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