Unit
Select the exact signature. Each overload keeps its own description and notes.
int Unit::speed()int Unit::speed_factor()int Unit::stamina()int Unit::user()int Unit::food()int Unit::maxfood()int Unit::maxstamina()int Unit::experience()int Unit::level()int Unit::inherentlevel()void Unit::SetSpeedFactor(int)void Unit::SetUser(int)void Unit::SetFood(int)bool Unit::feeds()void Unit::SetFeeding(bool)bool Unit::Goto(point, int, int, bool, int)bool Unit::GotoEnter(point, int, int, bool, int)bool Unit::Goto(Obj, int, int, bool, int)bool Unit::GotoAttack(Obj, int, bool, int)void Unit::GotoStraight(point)bool Unit::Stop(int)bool Unit::HasPath()point Unit::dest()int Unit::TimeWithoutWalking()bool Unit::InHolder()Settlement Unit::GetHolderSett()bool Unit::InShip()Ship Unit::GetShip()void Unit::ExitHolder(point)void Unit::EnterHolder(Obj)ObjList Unit::GetUnitsInSameHolder()bool Unit::TrainAttack(Obj)Obj Unit::BestTrainingTarget()void Unit::StartTraining()void Unit::StopTraining()bool Unit::IsTraining()bool Unit::Attack(Obj)bool Unit::AttackEveryone(Obj)int Unit::TimeWithoutAttack()void Unit::SetLastAttackTime()Obj Unit::BestTargetInSquadSightMisZeroDamage()Obj Unit::BestTargetInSquadSight()Obj Unit::BestNoIndependentTargetInSquadSight()Obj Unit::BestTargetInSquadSight(str)Obj Unit::BestTargetInSquadSightExclusive(str)Obj Unit::BestTargetInSquadSight_PreferUndiseased()Obj Unit::BestTargetForPos()Obj Unit::BestTargetInRange(point, int)bool Unit::IsEnemyInSquadSight()bool Unit::EnemiesInSight()bool Unit::InRange(Obj)Hero Unit::hero()bool Unit::AttachTo(Hero)void Unit::DetachFrom(Hero)void Unit::Idle(int)void Unit::Taunt(int)void Unit::SetExperience(int)void Unit::SetLevel(int)void Unit::IncKills(int)void Unit::FormAcceptMove()void Unit::FormKeepMoving(int)int Unit::PathTo(point, int, int)int Unit::PathTo(Obj, int, int)void Unit::SetParty(bool)bool Unit::GetParty()Sacrifice Unit::GetSacrifice()bool Unit::_OnImpassable()point Unit::GetUnexploredPoint(int)bool Unit::HasFreedom()bool Unit::GetFlags(int)int Unit::PathLeft()Ship Unit::GetShipToBoard()— Description pending.int Unit::GetStaminaDecTime()bool Unit::SameHolderAs(Unit)void Unit::SetCommanded(bool)bool Unit::GetCommanded()void Unit::SetEntering(bool)bool Unit::GetEntering()void Unit::SetWalkAnim(int)void Unit::SetWalkAnim()void Unit::SetCarryWaterAnim()void Unit::SetCarryGoodsAnim()bool Unit::DoCarryNothing()void Unit::Disappear()void Unit::SetNoselectFlag(bool)void Unit::SetMinimapFlag(bool)void Unit::SetNoAIFlag(bool)point Unit::PathDestFound()void Unit::ForceIdle()void Unit::Talk()bool Unit::IsCursed()bool Unit::IsDiseased()Unit Unit::GetBestCurseTarget()Building Unit::GetBuilding()void Unit::SetBuilding(Building)bool Unit::HasSpecial(int)void Unit::SetSpecial(int, bool)str Unit::SpecialName(int)int Unit::GetParryMode()void Unit::SetParryMode(bool)void Unit::Curse()void Unit::Bless()void Unit::Disease()Obj Unit::RamBestTarget()void Unit::Mutate(str)void Unit::RecalcBonuses()void Unit::AddBonus(int, int, int, int, int)void Unit::RemoveBonus(int, int, int, int, int)int Unit::GetAnimDuration(int)— Description pending.point Unit::dir()Squad Unit::GetSquad()Obj Unit::BestTargetInGAIKA()bool Unit::AI()point Unit::BestMDPos(int, int, int, int, bool)Obj Unit::BestProtPos(int, int, int, int)int Unit::GetAnimState()void Unit::SetFreedom(bool)