Global
Elige la firma exacta. Cada sobrecarga conserva su propia descripción y sus notas.
void Sleep(int)void KillScript()int +=(int&, int)— Descripción pendiente.int -=(int&, int)— Descripción pendiente.int &(int, int)— Descripción pendiente.int |(int, int)— Descripción pendiente.int +(int, int)— Descripción pendiente.int -(int, int)— Descripción pendiente.int -(int)— Descripción pendiente.void =(int&, int)— Descripción pendiente.int *(int, int)— Descripción pendiente.int /(int, int)— Descripción pendiente.int %(int, int)— Descripción pendiente.bool ==(int, int)— Descripción pendiente.bool !=(int, int)— Descripción pendiente.bool <(int, int)— Descripción pendiente.bool >(int, int)— Descripción pendiente.bool <=(int, int)— Descripción pendiente.bool >=(int, int)— Descripción pendiente.int abs(int)void Write(int)int MIN(int, int)int MAX(int, int)int CLAMP(int, int, int)float +(float, float)— Descripción pendiente.float -(float, float)— Descripción pendiente.float -(float)— Descripción pendiente.void =(float&, float)— Descripción pendiente.float *(float, float)— Descripción pendiente.float /(float, float)— Descripción pendiente.bool ==(float, float)— Descripción pendiente.bool !=(float, float)— Descripción pendiente.bool <(float, float)— Descripción pendiente.bool >(float, float)— Descripción pendiente.float sqrt(float)int Int(float)void Write(float)float MIN(float, float)float MAX(float, float)float CLAMP(float, float, float)void =(bool&, bool)— Descripción pendiente.bool !(bool)— Descripción pendiente.bool &&(bool, bool)— Descripción pendiente.bool ||(bool, bool)— Descripción pendiente.bool ^(bool, bool)— Descripción pendiente.void Write(pstr)void Write(str)void =(pstr&, pstr)— Descripción pendiente.void =(str&, str)— Descripción pendiente.int StrCmp(str, str)void StrCat(str&, str)str ParseStr(str, str&)bool StrStr(str, str)str GetFromStr(str, str)str GetFromStrToEOL(str, str)str +(str, str)— Descripción pendiente.int FindChrPos(str, int)int GetChr(str, int)bool IsNull(str)int StrLen(str)str StrMid(str, int, int)int Str2Int(str)bool ==(str, str)— Descripción pendiente.bool !=(str, str)— Descripción pendiente.bool IsFlagSet(int, int)int SetFlag(int&, int, bool)point Point(int, int)point +(point, point)— Descripción pendiente.point -(point, point)— Descripción pendiente.point *(point, int)— Descripción pendiente.point /(point, int)— Descripción pendiente.int Dist(point, point)void =(point&, point)— Descripción pendiente.bool ==(point, point)— Descripción pendiente.bool !=(point, point)— Descripción pendiente.rect IntersectRects(rect, rect)rect AddRects(rect, rect)void =(rect&, rect)— Descripción pendiente.bool ==(rect, rect)— Descripción pendiente.bool !=(rect, rect)— Descripción pendiente.void =(IntArray&, IntArray&)— Descripción pendiente.int& [(IntArray&, int)— Descripción pendiente.void =(StrArray&, StrArray&)— Descripción pendiente.str& [(StrArray&, int)— Descripción pendiente.void =(StrMap&, StrMap&)— Descripción pendiente.str& [(StrMap&, str)— Descripción pendiente.void DumpStack()void DumpCode(int)point GetMapSize()void _RandomTerrain2(str)void =(Obj&, Obj)— Descripción pendiente.void =(Item&, Item)— Descripción pendiente.bool ==(Obj, Obj)— Descripción pendiente.bool !=(Obj, Obj)— Descripción pendiente.int GetClassRace(str)str GetRaceStr(int)str GetRaceStrPref(int)str GetRaceStrPrefLow(int)void ClearSelection(int)str cmdparam()str cmdwaiting()str rollover()str rollover(Obj, bool)str rollover(Obj, str, bool)str rollover(Obj, str)str rollover_desc(Obj, str, bool)int cmdcost_gold()int cmdcost_food()int cmdcost_pop()int cmdcost_stamina()int GetPlayerRace(int)— Descripción pendiente.ObjList _GetSelection()void ClearDebug()Obj Place(str, point, int)Obj PlaceInHolder(str, str, int)Obj _PlaceEx(str, int, int, int)void _PlaceBlockEx(str, int, int, int, int, int, int, int)void _PlaceBlockEx(str, int, int, int, int, int, int, int, str)void _Summon(str, int, int, int)Query Group(str)int GetGroupSize(str)ObjList SpawnGroup(str)ObjList SpawnGroupInHolder(str, str)ObjList SpawnGroupInHolder(str, Obj)Obj SpawnNamed(str)void ModLevel(str, int, int, int)Query Union(Query, Query)Query Intersect(Query, Query)Query Substract(Query, Query)— Descripción pendiente.Query Subtract(Query, Query)Query ClassPlayerAreaObjs(str, int, str)— Descripción pendiente.Query ClassPlayerObjs(str, int)Query BuildingsInSettlement(str, str)— Descripción pendiente.Query UnitsInSettlement(str, str)— Descripción pendiente.Query UnitsAroundSettlement(str, str)— Descripción pendiente.Query UnitsGuardingSettlement(str, str)— Descripción pendiente.Query UnitsInSettlement(Settlement, str)— Descripción pendiente.Query UnitsAroundSettlement(Settlement, str)— Descripción pendiente.Query UnitsGuardingSettlement(Settlement, str)— Descripción pendiente.Query EnemyObjs(int, str)Query FriendlyObjs(int, str)Query ControllableObjs(int, str)— Descripción pendiente.Query AreaObjs(str, str)— Descripción pendiente.Query ObjsInRect(rect, str)Query ObjsInCircle(point, int, str)Query ObjsInSight(Obj, str)Query VisibleObjsInSight(Obj, str)Query ObjsInRange(Obj, str, int)Query AttachedUnits(Hero, str)Query PartyQuery()void =(Query&, Query)— Descripción pendiente.void DistributeExperience(Query, int)void AttackArea(Query, str)void MoveToArea(Query, str)Obj NearestObj(Query, point)— Descripción pendiente.Obj NearestObj(Query, Obj)— Descripción pendiente.NamedObj GetNamedObj(str)bool EnemyInRange(point, int, Obj)bool GetResearchHack()Catapult PlaceCatapult(int, int, int, int)point GetCatapultAttackPoint(point)— Descripción pendiente.int max_train_1_level()void SetExperienceModifier(int, int)int GetExperienceModifier(int)ObjList GetPlayerUnits(int)ObjList GetPlayerUnits(int, str)void InvalidateRegenConsts()— Descripción pendiente.int ExpFromLevel(int)int LevelFromExp(int)str GetRandomHeroClass(str, int)int HeroSkillId(str)str HeroSkillName(int)void _ScriptEditor()void _ScriptEditor(str)void _DialogEditor()void _DialogEditor(str)void _de()str _Choose(str, str)str _ListClasses()str _ListFolder(str)str _ListFolderEx(str, str)str _ListTerrains()void MiniMap()void SetMiniMapRect(rect)void BuildMiniMap(str)void ToggleZoomMap()void ShowZoomMap()void HideZoomMap()int _ZoomMapLastShownTime()bool ==(Settlement, Settlement)— Descripción pendiente.void =(Settlement&, Settlement)— Descripción pendiente.Settlement GetSettlement(str)void =(ObjList&, ObjList)— Descripción pendiente.Obj [(ObjList, int)— Descripción pendiente.bool ActorPresent(str)— Descripción pendiente.str ConvResult(str)void ConvSetResult(str, str)— Descripción pendiente.str RunConv(str)str _ListConvs()void EnvWriteString(str, str)void EnvWriteInt(str, int)— Descripción pendiente.str EnvReadString(str)int EnvReadInt(str)void EnvWriteObj(str, Obj)Obj EnvReadObj(str)void EnvWriteString(Settlement, str, str)void EnvWriteInt(Settlement, str, int)str EnvReadString(Settlement, str)int EnvReadInt(Settlement, str)void EnvWriteObj(Settlement, str, Obj)— Descripción pendiente.Obj EnvReadObj(Settlement, str)— Descripción pendiente.void EnvWriteString(Building, str, str)void EnvWriteInt(Building, str, int)str EnvReadString(Building, str)int EnvReadInt(Building, str)void EnvWriteObj(Building, str, Obj)Obj EnvReadObj(Building, str)void EnvWriteString(int, str, str)void EnvWriteInt(int, str, int)str EnvReadString(int, str)int EnvReadInt(int, str)void EnvWriteObj(int, str, Obj)Obj EnvReadObj(int, str)— Descripción pendiente.void EnvList(str)— Descripción pendiente.void EnvList(Settlement, str)— Descripción pendiente.void EnvFind(str)— Descripción pendiente.void EnvExport(str)void _ClearEnv()— Descripción pendiente.void RegisterSettlementUpgrade(Settlement, str)void RegisterPlayerUpgrade(int, str)void RunSequence(str)void _SequencesStatus()bool IsRunning(str)bool IsWaiting(str)bool IsFinished(str)point ViewPos()void View(point, bool)void PlayMusic(str)void PlaySound(str)void PlaySound(int, str)bool MusicPlaying()void SetSpeed(int)int GetSpeed()void TogglePause()bool _Run(str)void Run(str)void Run(str, int)void Run(str, int, int)void Run(str, int, int, int)void Run(str, int, int, int, int)void Run(str, int, int, int, int, int)int IRun(str)int IRun(str, int)int IRun(str, int, int)int IRun(str, int, int, int)int IRun(str, int, int, int, int)int IRun(str, int, int, int, int, int)void ToggleFPS()int GetConst(str)str GetConstStr(str)int rand(int)void BlockUserInput()void UnblockUserInput()void ExploreCircle(int, point, int)void ExploreArea(int, str)ObjList Party()int GetTime()void EndGame(int, bool)bool IsMultiplayer()int SelAvgLevel()int SelAvgFood()int SelAvgStamina()int SelAvgArmor()int SelAvgDamage()int SelHealth()int SelMaxHealth()void LockView()void UnlockView()bool IsViewLocked()void StartViewFollow(Unit)void StopViewFollow()void StartViewFollow(NamedObj)void SetDifficulty(int)int GetDifficulty()rect GetMapRect()str MapName()void ChangeMap(str, str)void SetNextSeason(str)int GetTeamMilitaryScore(int)— Descripción pendiente.int GetTeamPowerScore(int)— Descripción pendiente.int GetTeamAchievementsScore(int)— Descripción pendiente.int GetTeamOverallScore(int)point GetVec(point, point, int)bool IsPassable(point)bool IsPassable3x3(point)void BlockMiniMap(bool)bool IsExplored(point, int)int SelectionGold()int SelectionFood()bool NoTents()point RandomOffset(int)point RandomPointInCircle(point, int)bool PlayMovie(str)str Translate(str)str Translatef(str, str)str Translatef(str, str, str)str Translatef(str, str, str, str)void SaveAdventure(str)bool WasSelectionAssigned(int, int)bool WasSelectionAssigned(int)bool IsSelectionAssigned(int, int)bool IsSelectionAssigned(int)void SetGlobalBloodlust(bool)— Descripción pendiente.void RevealHiddenEnemyUnits(point, int, int)— Descripción pendiente.void InvalidateDamageFormulaParams()— Descripción pendiente.void SwapSelectedObj(Obj, Obj)— Descripción pendiente.void Crash()point AreaCenter(str)void DisableArea(str)void EnableArea(str)point GetRandomPointInArea(str)int AreaDistTo(point, str)void _AdvPlaceAreaRect(str, rect, str, str)void _AdvPlaceAreaCirc(str, point, int, str, str)void GiveNote(str)void RemoveNote(str)void ShowNotes()void ClearNotes()bool IsNoteActive(str)void CreateFeedback(str, Unit)void CreateFeedback(str, Unit, int)void CreateFeedback(str, point)void CreateFeedback(str, point, int)void DiplCeaseFire(int, int, bool)— Descripción pendiente.void DiplShareView(int, int, bool)— Descripción pendiente.void DiplShareControl(int, int, bool)— Descripción pendiente.void DiplShareSupport(int, int, bool)— Descripción pendiente.bool DiplGetCeaseFire(int, int)bool DiplGetShareView(int, int)— Descripción pendiente.bool DiplGetShareControl(int, int)bool DiplGetShareSupport(int, int)void ClearDiplomacy()— Descripción pendiente.void RecreateExploration()— Descripción pendiente.bool IsPointInWater(point)void ItemUsed(int)int GetUseCount()Item GetThis()int GetTerrainHeight(point)point GetVecByDir(point, int)int GetAngleByDir(point)point GetDirByAngle(int)int MapSize()bool OnLeft(point, point)— Descripción pendiente.int NumSquads(int)Squad GetSquad(int, int)int GAIKACount()GAIKA GetGAIKA(int)GAIKA GetGAIKA(Obj)GAIKA GetGAIKA(point)GAIKA GetGAIKA(int, int)GAIKA LAIKA(int, int)void SetNoAttack(str, int, bool)— Descripción pendiente.void SetNoRecruit(str, int, bool)— Descripción pendiente.void AreaAINoRecruit(str, int, bool)— Descripción pendiente.void AreaAINoAttack(str, int, bool)— Descripción pendiente.void AreaAIMaxPriority(str, int, bool)void AreaAISetAttackOptimism(str, int, int)— Descripción pendiente.void SetMAIKA(GAIKA, GAIKA, GAIKA)void DumpMAIKA(int, int, int)int SettlementCount(point, int, str)Obj FindRuins(point, int, int)bool AttackSetForTraining(Obj, point, int)int AIRun(str)int AIRun(str, Settlement, ObjList, Obj, int)int AIRun(int, str, Settlement, ObjList, Obj, int)void AIBreakScript(int)void AIBreakScript(int, int)void AIExecCmd(Obj, str)— Descripción pendiente.void IsAIShow()void ScrollTo(point, int)point GetGaikaCenter(int)point GetSquadCenter(int, int)int SetToIdx(Settlement)Settlement IdxToSet(int)int MaxSetIdx()void AIH_UnitBuilt(Unit)int AIGetPlayer()void AIO_SendSquad(int, int, int)— Descripción pendiente.void AIO_Train(int, str, int, int)— Descripción pendiente.point ViewSlot()void Squadize(ObjList, SquadList, int)bool IsResearched(Settlement, str)bool IsResearched(int, str)bool IsResearching(Settlement, str)bool IsResearching(int, str)bool GetCmdCost(str, int, int)int GetCmdStaminaCost(str)int MilUnits(int)int HeroArmiesFullPerc(int)int MilEval(int)int AllyMilUnits(int)int AllyMilEval(int)int EnemyMilUnits(int)int EnemyMilEval(int)int EnemyPlayersEval(int, int, int, int)int Strongholds(int)int AllyStrongholds(int)int EnemyStrongholds(int)int Villages(int)int AllyVillages(int)int EnemyVillages(int)int Outposts(int)int AllyOutposts(int)int EnemyOutposts(int)int Count(int, str)int AllyCount(int, str)int EnemyCount(int, str)int LSA(int, int)— Descripción pendiente.int LSA(point)— Descripción pendiente.int CheckLsaPath(int, int, int)— Descripción pendiente.int Ships(int, int)int EnemyShips(int, int)int AllyShips(int, int)int ShipNeeds(int, int)void ClrShipNeeds(int, int)void IncShipNeeds(int, int)bool IsWaterLsa(int)void AIAssist()— Descripción pendiente.void AIStart(int)— Descripción pendiente.void AIStart(int, str)— Descripción pendiente.void AIStart(int, str, int)void AIStop(int)— Descripción pendiente.GAIKA NearestHospital(Squad)Settlement NearestStronghold(point, int, int)— Descripción pendiente.Settlement NearestStronghold(point, int)— Descripción pendiente.Settlement NearestStronghold(point)Settlement NearestSet(point, str, int, int)Settlement NearestSet(point, str, int)Settlement NearestSet(point)ObjList GetSettlements(str, int)Ship PrepareAiTransportShip(int, int, int, str, point)void CheckLP()void SendSquadToLsaX()void GetMouseXY()int RUType(str, int)str UType(int, int)str UTech(int, int)str UTrainCmd(int, int)— Descripción pendiente.bool UEnabled(int, int)bool CheckUEnabled(int, int, int, int, int)Obj FindTeleport(int, point, point)void Eval(int, point, int, int, int, int)int EvalGroup(str)bool IsProtected(int, point, str)bool NeedTraining(int)void GetCounterUnits(Settlement, IntArray)int GetClassHealt(str)— Descripción pendiente.int GetTrainGold(str)bool IsAIPlayer(int)void SetNoAIFlag(ObjList, bool)str ArenaTrainCmd(int)str ArenaUTech(int)str ArenaUType(int)str TempleUType(int)str TempleUTrain(int)void SelSquad()void SelSquad(int, int)void SelSquadLeader()void Breakpoint()void PrGAIKAStrat(GAIKA, int)GAIKA ViewGAIKA()void vg(int)str SS_STR(int)str GS_STR(int)void AIV(int)void AIV(int, str)void DbgAI(int)void DbgArmy(int)void dp(int)str LsaStr(int)— Descripción pendiente.int AIVar(int, int)bool AIVar(int, int, int)void SetAIVar(int, int, int)void SetAIVar(int, int, int, bool)void AIRun(int, str)void AIRun(int, str, int)void AIRun(int, str, int, int)void AIRun(int, str, int, int, int)void AIRun(int, str, int, int, int, int)void AIRun(int, str, int, int, int, int, int)int AIIRun(int, str)int AIIRun(int, str, int)int AIIRun(int, str, int, int)int AIIRun(int, str, int, int, int)int AIIRun(int, str, int, int, int, int)int AIIRun(int, str, int, int, int, int, int)void AppendFile(str, str)void pr(str)void pr(int)void pr(bool)void cls()void quit()void switch()void _Black()void _Place(str, int, int)void _InvalidateAllToggle()void _ToggleInvRects()void _SetCursor(str)— Descripción pendiente.void ProfileStart()void ProfileStop()void PerlinTest()void ShrinkEntities()void ReloadConstIni()void BuildSPF()void BuildRLEMMap()void PrintMemStats()void DumpObj()void ConvTerrains()void CheckClasses()void MakePassable()void SetPlayer(int)— Descripción pendiente.int CurPlayer()— Descripción pendiente.void ToggleFog()void SetFog(bool)void ExploreAll()void Invalidate()— Descripción pendiente.void Render()void ScreenShot()— Descripción pendiente.void ActivateScreenShots(int)void ToggleScreenShots(int)void DebugSelected()void Save()void ExportObjs(str)void ExportTerrain(str)void Load()void Save(str)void Load(str)void ChMap(str)void MousePos()void Conv()void ToggleVis()void Spawn(int, int)void RemoveDecors()void Explorer()void Dlg(str)void DumpStats(Obj)ObjList sel()Obj selo()Unit selu()Hero selh()Building selb()Settlement sels()Squad selsq()GAIKA selg()void Desync()void PFPersist(bool)void AddFD()void RemFD()— Descripción pendiente.void RebuildPass()void Splash(str, str)void F5()— Descripción pendiente.void FlatTerrain()void Pause()void TestLoad()void TestSave()void sd()void _RedrawAll()void InsDecor(int, int, int)void DelDecor(int, int)void PreLit()void DeepWater(int, int, int)void RayOfLight(int, int, int, int)void DumpFuncToXML()void USR()void ToggleLD()void ChangeFormation(str)void UndoMemory()void AdvExplorer()— Descripción pendiente.void ae()— Descripción pendiente.void TTest(str)void TTestf()void SaveEdit()void EdgeOfForever()void TestAdventure()void TestAdventureDebug()void SettlementCount()void LSA()— Descripción pendiente.void GAIKAFD()void ESG(int, int)void GS(int)void cvar1(int)int cvar1()void cvar2(int)int cvar2()void TogglePtDraw(int)void DisablePtDraw()void EnablePtDraw()void ClearDecors()void GenTransTables()void GetItem(str)— Descripción pendiente.void _PlayersAlly(int, int)— Descripción pendiente.void _PlayersShareControl(int, int)— Descripción pendiente.void _PlayersShareView(int, int)— Descripción pendiente.void _PlayersShareSupport(int, int)— Descripción pendiente.void _PlayersMakeEnemies(int, int)— Descripción pendiente.void _chs(str)— Descripción pendiente.void _SetNextSeason(str)void IngameDebugSelected()void gmp()— Descripción pendiente.void GenHelpCmdIcons()— Descripción pendiente.void gdb()— Descripción pendiente.void _handles()str GetFormDsc(str)— Descripción pendiente.void SetPlayerSettRace(int, int)— Descripción pendiente.void SetSettRace(str, int)— Descripción pendiente.void SetShortcutSel(int, int, ObjList)ObjList GetShortcutSel(int, int)void UIShowTab(int)int UITabShown()void BlurTerrain(int)void ShowFlatTerrain()str clock()void _DbgSel()bool WaitIdle(Query, int)bool WaitObjInQuery(Obj, Query, int)bool WaitQueryCountBetween(Query, int, int, int)bool WaitCommonObjects(Query, Query, int)bool WaitHealthBetween(Query, int, int, int)bool WaitSettlementCapture(str, int, int)bool WaitSettlementAllied(str, int, int)bool WaitEnvStringEqual(str, str, int)bool WaitEnvIntBetween(str, int, int, int)bool WaitAddNote(str, int)bool WaitRemoveNote(str, int)bool WaitConvRequest(Query, Query, int, Obj&, Obj&)— Descripción pendiente.bool WaitUnitsInArea(Query, str, int)bool WaitIdleUnitsInArea(Query, str, int)bool WaitEmptyQuery(Query, int)bool WaitNonEmptyQuery(Query, int)bool WaitConvRequest(Obj, Obj, int)— Descripción pendiente.void EndConvSetup(Obj, Obj)— Descripción pendiente.void WaitPlayerChat(int&, str&, int)void ShowLastNotificationPos()void UserNotification(str, str, point, int)bool HasStarvingArmy()bool HasStarvingArmy(int)— Descripción pendiente.Obj StarvingArmyPos(int)— Descripción pendiente.void RunAIHelper(str, str)void RunAIHelper(str, str, str)void RunAIHelper(str, str, str, str)void RunAIHelper(str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str, str, str, str)void StopAIHelper(str)bool IsAIHelperRunning(str)void pfd()void testpf()void SPFDone()bool SPFFindAreas_Quant()void SPFInitData()void SPFInitDirectionData()void SPFInitPointToAreaData()void SPFInitConnectData()bool SPFCalcConnectHighRes_Quant()— Descripción pendiente.void SPFIncreaseConnect()bool SPFIncreaseConnect_Quant()int GetInnState(str, str)— Descripción pendiente.void SetInnState(str, str, int)— Descripción pendiente.int GetInnState(Obj)— Descripción pendiente.void SetInnState(Obj, int)— Descripción pendiente.void GenTransGame(str)— Descripción pendiente.point MousePtm()void Goto(int, int)— Descripción pendiente.void ToggleFD()— Descripción pendiente.void Catch(Obj)void RemakeVis()— Descripción pendiente.void HeroStats()void EqualHeroes()void _ui()void _di()void _bi()void _itools()void StartPlayerScript(int, str)— Descripción pendiente.void StopPlayerScript(int, str)— Descripción pendiente.int GetPlayerScriptsCount(int)str GetPlayerScript(int, int)void ShowAnnouncement(str, str)void HideAnnouncement(str)void ShowAnnouncement(int, str, str)void HideAnnouncement(int, str)void SetPlayerStatus(int, int, str, bool)void SetPlayerStatus(int, int, bool)int ShowNotification(str, str, int, str, Obj)int ShowHint(str, str, Obj)int ShowTutorial(str, str, Obj)void HideNotification(int)bool TutorialActive()bool HintsActive()void EnableHintsAndTutorials()void DisableHintsAndTutorials()bool AreHintsAndTutorialsEnabled()void PrintMsg(int, str)void _cr()int GetTerritoryState(str)void SetTerritoryState(str, int)— Descripción pendiente.str ConquestBonus()— Descripción pendiente.str FormDescription(str)— Descripción pendiente.void EndGame(int, bool, str)void RandomPathCast()— Descripción pendiente.bool DiplAreAllied(int, int)void SetUseCount(int)— Descripción pendiente.void WaitForMapChange()