Global
Select the exact signature. Each overload keeps its own description and notes.
void Sleep(int)void KillScript()int +=(int&, int)— Description pending.int -=(int&, int)— Description pending.int &(int, int)— Description pending.int |(int, int)— Description pending.int +(int, int)— Description pending.int -(int, int)— Description pending.int -(int)— Description pending.void =(int&, int)— Description pending.int *(int, int)— Description pending.int /(int, int)— Description pending.int %(int, int)— Description pending.bool ==(int, int)— Description pending.bool !=(int, int)— Description pending.bool <(int, int)— Description pending.bool >(int, int)— Description pending.bool <=(int, int)— Description pending.bool >=(int, int)— Description pending.int abs(int)void Write(int)int MIN(int, int)int MAX(int, int)int CLAMP(int, int, int)float +(float, float)— Description pending.float -(float, float)— Description pending.float -(float)— Description pending.void =(float&, float)— Description pending.float *(float, float)— Description pending.float /(float, float)— Description pending.bool ==(float, float)— Description pending.bool !=(float, float)— Description pending.bool <(float, float)— Description pending.bool >(float, float)— Description pending.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)— Description pending.bool !(bool)— Description pending.bool &&(bool, bool)— Description pending.bool ||(bool, bool)— Description pending.bool ^(bool, bool)— Description pending.void Write(pstr)void Write(str)void =(pstr&, pstr)— Description pending.void =(str&, str)— Description pending.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)— Description pending.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)— Description pending.bool !=(str, str)— Description pending.bool IsFlagSet(int, int)int SetFlag(int&, int, bool)point Point(int, int)point +(point, point)— Description pending.point -(point, point)— Description pending.point *(point, int)— Description pending.point /(point, int)— Description pending.int Dist(point, point)void =(point&, point)— Description pending.bool ==(point, point)— Description pending.bool !=(point, point)— Description pending.rect IntersectRects(rect, rect)rect AddRects(rect, rect)void =(rect&, rect)— Description pending.bool ==(rect, rect)— Description pending.bool !=(rect, rect)— Description pending.void =(IntArray&, IntArray&)— Description pending.int& [(IntArray&, int)— Description pending.void =(StrArray&, StrArray&)— Description pending.str& [(StrArray&, int)— Description pending.void =(StrMap&, StrMap&)— Description pending.str& [(StrMap&, str)— Description pending.void DumpStack()void DumpCode(int)point GetMapSize()void _RandomTerrain2(str)void =(Obj&, Obj)— Description pending.void =(Item&, Item)— Description pending.bool ==(Obj, Obj)— Description pending.bool !=(Obj, Obj)— Description pending.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)— Description pending.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)— Description pending.Query Subtract(Query, Query)Query ClassPlayerAreaObjs(str, int, str)— Description pending.Query ClassPlayerObjs(str, int)Query BuildingsInSettlement(str, str)— Description pending.Query UnitsInSettlement(str, str)— Description pending.Query UnitsAroundSettlement(str, str)— Description pending.Query UnitsGuardingSettlement(str, str)— Description pending.Query UnitsInSettlement(Settlement, str)— Description pending.Query UnitsAroundSettlement(Settlement, str)— Description pending.Query UnitsGuardingSettlement(Settlement, str)— Description pending.Query EnemyObjs(int, str)Query FriendlyObjs(int, str)Query ControllableObjs(int, str)— Description pending.Query AreaObjs(str, str)— Description pending.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)— Description pending.void DistributeExperience(Query, int)void AttackArea(Query, str)void MoveToArea(Query, str)Obj NearestObj(Query, point)— Description pending.Obj NearestObj(Query, Obj)— Description pending.NamedObj GetNamedObj(str)bool EnemyInRange(point, int, Obj)bool GetResearchHack()Catapult PlaceCatapult(int, int, int, int)point GetCatapultAttackPoint(point)— Description pending.int max_train_1_level()void SetExperienceModifier(int, int)int GetExperienceModifier(int)ObjList GetPlayerUnits(int)ObjList GetPlayerUnits(int, str)void InvalidateRegenConsts()— Description pending.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)— Description pending.void =(Settlement&, Settlement)— Description pending.Settlement GetSettlement(str)void =(ObjList&, ObjList)— Description pending.Obj [(ObjList, int)— Description pending.bool ActorPresent(str)— Description pending.str ConvResult(str)void ConvSetResult(str, str)— Description pending.str RunConv(str)str _ListConvs()void EnvWriteString(str, str)void EnvWriteInt(str, int)— Description pending.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)— Description pending.Obj EnvReadObj(Settlement, str)— Description pending.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)— Description pending.void EnvList(str)— Description pending.void EnvList(Settlement, str)— Description pending.void EnvFind(str)— Description pending.void EnvExport(str)void _ClearEnv()— Description pending.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)— Description pending.int GetTeamPowerScore(int)— Description pending.int GetTeamAchievementsScore(int)— Description pending.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)— Description pending.void RevealHiddenEnemyUnits(point, int, int)— Description pending.void InvalidateDamageFormulaParams()— Description pending.void SwapSelectedObj(Obj, Obj)— Description pending.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)— Description pending.void DiplShareView(int, int, bool)— Description pending.void DiplShareControl(int, int, bool)— Description pending.void DiplShareSupport(int, int, bool)— Description pending.bool DiplGetCeaseFire(int, int)bool DiplGetShareView(int, int)— Description pending.bool DiplGetShareControl(int, int)bool DiplGetShareSupport(int, int)void ClearDiplomacy()— Description pending.void RecreateExploration()— Description pending.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)— Description pending.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)— Description pending.void SetNoRecruit(str, int, bool)— Description pending.void AreaAINoRecruit(str, int, bool)— Description pending.void AreaAINoAttack(str, int, bool)— Description pending.void AreaAIMaxPriority(str, int, bool)void AreaAISetAttackOptimism(str, int, int)— Description pending.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)— Description pending.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)— Description pending.void AIO_Train(int, str, int, int)— Description pending.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)— Description pending.int LSA(point)— Description pending.int CheckLsaPath(int, int, int)— Description pending.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()— Description pending.void AIStart(int)— Description pending.void AIStart(int, str)— Description pending.void AIStart(int, str, int)void AIStop(int)— Description pending.GAIKA NearestHospital(Squad)Settlement NearestStronghold(point, int, int)— Description pending.Settlement NearestStronghold(point, int)— Description pending.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)— Description pending.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)— Description pending.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)— Description pending.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)— Description pending.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)— Description pending.int CurPlayer()— Description pending.void ToggleFog()void SetFog(bool)void ExploreAll()void Invalidate()— Description pending.void Render()void ScreenShot()— Description pending.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()— Description pending.void RebuildPass()void Splash(str, str)void F5()— Description pending.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()— Description pending.void ae()— Description pending.void TTest(str)void TTestf()void SaveEdit()void EdgeOfForever()void TestAdventure()void TestAdventureDebug()void SettlementCount()void LSA()— Description pending.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)— Description pending.void _PlayersAlly(int, int)— Description pending.void _PlayersShareControl(int, int)— Description pending.void _PlayersShareView(int, int)— Description pending.void _PlayersShareSupport(int, int)— Description pending.void _PlayersMakeEnemies(int, int)— Description pending.void _chs(str)— Description pending.void _SetNextSeason(str)void IngameDebugSelected()void gmp()— Description pending.void GenHelpCmdIcons()— Description pending.void gdb()— Description pending.void _handles()str GetFormDsc(str)— Description pending.void SetPlayerSettRace(int, int)— Description pending.void SetSettRace(str, int)— Description pending.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&)— Description pending.bool WaitUnitsInArea(Query, str, int)bool WaitIdleUnitsInArea(Query, str, int)bool WaitEmptyQuery(Query, int)bool WaitNonEmptyQuery(Query, int)bool WaitConvRequest(Obj, Obj, int)— Description pending.void EndConvSetup(Obj, Obj)— Description pending.void WaitPlayerChat(int&, str&, int)void ShowLastNotificationPos()void UserNotification(str, str, point, int)bool HasStarvingArmy()bool HasStarvingArmy(int)— Description pending.Obj StarvingArmyPos(int)— Description pending.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()— Description pending.void SPFIncreaseConnect()bool SPFIncreaseConnect_Quant()int GetInnState(str, str)— Description pending.void SetInnState(str, str, int)— Description pending.int GetInnState(Obj)— Description pending.void SetInnState(Obj, int)— Description pending.void GenTransGame(str)— Description pending.point MousePtm()void Goto(int, int)— Description pending.void ToggleFD()— Description pending.void Catch(Obj)void RemakeVis()— Description pending.void HeroStats()void EqualHeroes()void _ui()void _di()void _bi()void _itools()void StartPlayerScript(int, str)— Description pending.void StopPlayerScript(int, str)— Description pending.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)— Description pending.str ConquestBonus()— Description pending.str FormDescription(str)— Description pending.void EndGame(int, bool, str)void RandomPathCast()— Description pending.bool DiplAreAllied(int, int)void SetUseCount(int)— Description pending.void WaitForMapChange()