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bool

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MemberSignature and description
==Globalbool ==(int, int)Description pending

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!=Globalbool !=(int, int)Description pending

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<Globalbool <(int, int)Description pending

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>Globalbool >(int, int)Description pending

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<=Globalbool <=(int, int)Description pending

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>=Globalbool >=(int, int)Description pending

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==Globalbool ==(float, float)Description pending

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!=Globalbool !=(float, float)Description pending

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<Globalbool <(float, float)Description pending

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>Globalbool >(float, float)Description pending

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!Globalbool !(bool)Description pending

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&&Globalbool &&(bool, bool)Description pending

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||Globalbool ||(bool, bool)Description pending

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^Globalbool ^(bool, bool)Description pending

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StrStrGlobalbool StrStr(str, str)

Checks whether a string contains another string.

IsNullGlobalbool IsNull(str)

Checks whether the string pointer is null. A nonnull string also undergoes reference-count cleanup.

==Globalbool ==(str, str)Description pending

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!=Globalbool !=(str, str)Description pending

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IsFlagSetGlobalbool IsFlagSet(int, int)

Checks whether the two integer values share any set bits.

point::InRectpointbool point::InRect(rect)

Checks whether the point lies inside the rectangle, including its boundaries.

==Globalbool ==(point, point)Description pending

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!=Globalbool !=(point, point)Description pending

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==Globalbool ==(rect, rect)Description pending

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!=Globalbool !=(rect, rect)Description pending

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StrMap::existsStrMapbool StrMap::exists(str)Description pending

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==Globalbool ==(Obj, Obj)Description pending

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!=Globalbool !=(Obj, Obj)Description pending

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Obj::IsHeirOfObjbool Obj::IsHeirOf(str)

Obj::IsHeirOf delegates class ancestry testing for a resolved Obj.

Obj::IsSentryObjbool Obj::IsSentry()

Checks whether the object belongs to the Sentry class or a derived class.

Obj::IsGateObjbool Obj::IsGate()

Checks whether the object belongs to the Gate class or a derived class.

Obj::IsRamObjbool Obj::IsRam()

Tests whether the resolved object class inherits from the cached RamUnit descriptor.

Obj::IsRangedObjbool Obj::IsRanged()

Resolves an Obj handle and returns a sentinel-based property test.

Obj::IsMilitaryObjbool Obj::IsMilitary()

Checks whether the object belongs to the Military class or a derived class.

Obj::IsReligiousObjbool Obj::IsReligious()

Tests whether the resolved object class inherits from the cached BaseMage descriptor.

Obj::IsPeacefulObjbool Obj::IsPeaceful()

Checks whether the object belongs to the Peaceful or Animal class.

Obj::IsPeasantObjbool Obj::IsPeasant()

Checks whether the object belongs to the Peasant class or a derived class.

Obj::IsPeasantAmbientObjbool Obj::IsPeasantAmbient()

Tests whether the resolved object class inherits from the cached PeasantAmbient descriptor.

Obj::IsValidObjbool Obj::IsValid()

Checks whether the object reference resolves to an available object. This does not describe whether that object is alive.

Item::IsValidItembool Item::IsValid()

returns true when the handle's registry base plus subobject offset is nonzero, and false when the registry slot is empty.

Obj::IsEnemyObjbool Obj::IsEnemy(Obj)

Checks whether the objects belong to enemy players. Returns false for allies or invalid objects.

Obj::IsAliveObjbool Obj::IsAlive()

Evaluates whether an object is alive by querying its virtual destruction slot at [field] and inverting the result.

Obj::IsDeadObjbool Obj::IsDead()

Returns true when the object is dead or the reference cannot be resolved.

Obj::IsValidTargetObjbool Obj::IsValidTarget(Obj)

Resolves two object handles and tests the target with a receiver virtual predicate.

Obj::IsValidCaptureTargetObjbool Obj::IsValidCaptureTarget(Obj)Description pending

Description pending.

Obj::IsVisibleObjbool Obj::IsVisible()

Obj::IsVisible returns the inverse of bit 21 in the resolved object's dword at [field], or false when resolution fails.

Obj::CanSeeObjbool Obj::CanSee(Obj)

Obj::CanSee combines a target flag with an observer-mask intersection.

Obj::CanAttackObjbool Obj::CanAttack(Obj)

Tests the receiver target-eligibility gate and radius-adjusted signed inclusive attack range.

Obj::DamageObjbool Obj::Damage(int)

Applies a nonnegative damage amount through an object's virtual damage operation after an optional related-object call.

Obj::IsInGroupObjbool Obj::IsInGroup(str)

Looks up the string key and returns the normalized result of found-group virtual [field] for the resolved Obj.

Obj::AddItemObjbool Obj::AddItem(str)

Attempts to add an item with the specified name and returns whether it succeeded.

Obj::GiveItemObjbool Obj::GiveItem(Item, Obj)

Transfers an owned item to another live object. If the destination cannot accept it, the transfer attempts to return it to the source.

Obj::OpenItemHolderObjbool Obj::OpenItemHolder(ItemHolder)

Transfers items from a holder into an eligible object's inventory.

Obj::PutItemObjbool Obj::PutItem(Item, ItemHolder)

Moves an inventory item into the specified item holder.

Obj::DropItemObjbool Obj::DropItem(Item, point)

Requests that a specified receiver item be dropped at a point while returning false.

Obj::ExchangeItemObjbool Obj::ExchangeItem(Item, str)

ExchangeItem returns true after a gated replacement dispatch.

Obj::GetDebugObjbool Obj::GetDebug()

GetDebug compares resolved object dword [field] with dword[[field]].

Obj::IsWaterUnitObjbool Obj::IsWaterUnit()

IsWaterUnit returns whether the dword at object class [field] is nonzero.

Obj::GetCmdEnableObjbool Obj::GetCmdEnable()

GetCmdEnable tests object [field] only when virtual [field] returns zero.

Obj::IsInStateObjbool Obj::IsInState()

Returns true when a search of the resolved receiver for a particular state entry finds no match. The meaning of that entry is not documented.

Query::IsValidQuerybool Query::IsValid()Description pending

Description pending.

Query::IsEmptyQuerybool Query::IsEmpty()

Returns whether a resolved Query's virtual emptiness predicate is nonzero, with true for an invalid receiver.

Query::ContainsQuerybool Query::Contains(Obj)

Passes an Obj value to a resolved Query's membership predicate and returns its boolean result.

NamedObj::IsValidNamedObjbool NamedObj::IsValid()Description pending

Description pending.

NamedObj::IsDeadNamedObjbool NamedObj::IsDead()

Returns true for unresolved NamedObj values or an empty list returned by the query after its first virtual call.

EnemyInRangeGlobalbool EnemyInRange(point, int, Obj)

Builds a wrapped bounding rectangle and returns the spatial callback accumulator as a boolean.

Building::AttackBuildingbool Building::Attack(Obj)

Executes a guarded, possibly waiting Building attack that spawns an arrow shot on its firing path.

Building::IsBrokenBuildingbool Building::IsBroken()

Generic CKS-exposed Building::IsBroken, true when the shared broken-status field equals 3.

Building::IsCentralBulidingBuildingbool Building::IsCentralBuliding()

Reads the template-level is_central_building flag through the object's own template pointer.

Building::IsStonehengeControlableBuildingbool Building::IsStonehengeControlable()

Tests whether a Stonehenge-centered map scan yields a positive counter.

GetResearchHackGlobalbool GetResearchHack()

Implements this function, testing the Building research-active interval flag.

Catapult::IsBuiltCatapultbool Catapult::IsBuilt()

Catapult::IsBuilt pops an 8-byte Catapult handle, validates it through the global unit registry, and pushes a 1-byte boolean indicating whether the 32-bit field at Catapult offset [field] is non-zero.

Catapult::InRangeCatapultbool Catapult::InRange(point)Description pending

Description pending.

Unit::feedsUnitbool Unit::feeds()

Returns the resolved Unit's feeding flag as a byte.

Unit::GotoUnitbool Unit::Goto(point, int, int, bool, int)

Clamps the point to map bounds and coordinates a Unit path controller, movement command, wait ticks and terminal bool through native status 0, 1 or 2; its path destination call passes final flag 1.

Unit::GotoEnterUnitbool Unit::GotoEnter(point, int, int, bool, int)

Follows the point-route wait and completion branches while passing final flag 0 to the path destination call at [field]; the sibling Goto point handler passes 1.

Unit::GotoUnitbool Unit::Goto(Obj, int, int, bool, int)

Resolves an optional Obj and required Unit, clears Unit tracking at [field] when set, then delegates the movement state machine to [field]; invalid Unit pushes false.

Unit::GotoAttackUnitbool Unit::GotoAttack(Obj, int, bool, int)

Prepares target tracking and delegates cooperative attack routing.

Unit::StopUnitbool Unit::Stop(int)

For a nonzero continuation state, clears target tracking and requests an active-path stop with wait status 1, or clears the controller and returns true. For zero state, checks a virtual path operation, returns its boolean outcome and clears a unit flag.

Unit::HasPathUnitbool Unit::HasPath()

Returns false for an invalid Unit or when a unit state field differs from -1. Otherwise checks an implementation operation for hero units with a particular flag, or a unit field for nonhero units. The field meanings are not documented.

Unit::InHolderUnitbool Unit::InHolder()

Checks whether the resolved Unit records a holder reference different from the invalid-reference sentinel.

Unit::InShipUnitbool Unit::InShip()

Follows the Unit holder handle and a linked registry handle, then returns whether the latter resolves.

Unit::TrainAttackUnitbool Unit::TrainAttack(Obj)

A Unit training-attack primitive that can start native attack mode 2 and return VM handler status 3.

Unit::IsTrainingUnitbool Unit::IsTraining()

Unit::IsTraining extracts bit 28 from the resolved Unit object's dword at offset [field] and returns it as a boolean.

Unit::AttackUnitbool Unit::Attack(Obj)

Implements a cooperative single-target attack sequence using continuation state, eligibility checks, attack dispatch, and wait status.

Unit::AttackEveryoneUnitbool Unit::AttackEveryone(Obj)

Implements a cooperative attack sequence with range and eligibility checks before dispatch.

Unit::IsEnemyInSquadSightUnitbool Unit::IsEnemyInSquadSight()

Tests a linked sight record field for a live Unit and has a return-width mismatch on invalid paths.

Unit::EnemiesInSightUnitbool Unit::EnemiesInSight()

Builds a diplomacy-filtered spatial query around the Unit and returns whether a matching candidate was found.

Unit::InRangeUnitbool Unit::InRange(Obj)

Checks a resolved target against a resolved Unit using the common attack-range helper.

Unit::AttachToUnitbool Unit::AttachTo(Hero)

Resolves Unit and Hero, rejects invalid or virtual [field] positive operands, then returns whether Unit helper [field] accepts the Hero.

Unit::GetPartyUnitbool Unit::GetParty()

Returns the registered Unit GetParty boolean for this function.

Unit::_OnImpassableUnitbool Unit::_OnImpassable()

Tests a packed global-map bit at the resolved Unit's virtual position.

Unit::HasFreedomUnitbool Unit::HasFreedom()

Combines a Unit flag test with a class helper to return a boolean.

Unit::GetFlagsUnitbool Unit::GetFlags(int)

Returns the registered Unit GetFlags boolean for this function.

Unit::SameHolderAsUnitbool Unit::SameHolderAs(Unit)

Compares the holder-handle words of two resolved Units.

Unit::GetCommandedUnitbool Unit::GetCommanded()

Reads bit 19 of a resolved Unit's state flags as a boolean.

Unit::GetEnteringUnitbool Unit::GetEntering()

Reads bit 20 of a resolved Unit's state flags as a boolean.

Unit::DoCarryNothingUnitbool Unit::DoCarryNothing()

Tests whether a resolved Unit's carry animation selector is zero.

Unit::IsCursedUnitbool Unit::IsCursed()

Reads one Unit flag bit as a CKS bool.

Unit::IsDiseasedUnitbool Unit::IsDiseased()

Reads one Unit flag bit as a CKS bool.

Unit::HasSpecialUnitbool Unit::HasSpecial(int)

Tests an indexed bit in the Unit special mask.

Hero::IsHeroArmyFullHerobool Hero::IsHeroArmyFull()

Compares army count and capacity for this function.

Hero::HasArmyHerobool Hero::HasArmy()

Hero::HasArmy returns whether the resolved Hero dword at offset [field] is nonzero.

Hero::HasFinalPartyOrientationRequestHerobool Hero::HasFinalPartyOrientationRequest()

Tests the stored orientation request pair for this function.

Hero::UseSkillHerobool Hero::UseSkill(int)

Resolves a Hero handle and returns whether the native Hero skill dispatcher accepted the supplied skill ID.

Hero::SkillInEffectHerobool Hero::SkillInEffect(int)

Resolves a Hero and tests whether an indexed skill-effect slot differs from the -1 sentinel.

Hero::autocastHerobool Hero::autocast()

Resolves a Hero and reads bit 2 from its flags dword at [field].

Druid::IsSummoningDeathDruidbool Druid::IsSummoningDeath()Description pending

Description pending.

==Globalbool ==(Settlement, Settlement)Description pending

Description pending.

Settlement::AddUnitSettlementbool Settlement::AddUnit(Unit)

CKS-exposed Settlement::AddUnit, adding a unit to the settlement's Holder without bypassing capacity.

Settlement::IsFullSettlementbool Settlement::IsFull()

CKS-exposed Settlement::IsFull, comparing the settlement's Holder occupancy to capacity.

Settlement::IsValidSettlementbool Settlement::IsValid()

CKS native primitive that tests whether an Obj handle is valid; used generically, including on settlement handles.

Settlement::CanBeCapturedSettlementbool Settlement::CanBeCaptured(Unit)Description pending

Description pending.

Settlement::IsCitySettlementbool Settlement::IsCity()

Tests whether the settlement's central building's own UnitTemplate name string matches "GTownhall" or "RTownhall", distinguishing a template-name comparison from a class-name identity test.

ItemHolder::AddItemItemHolderbool ItemHolder::AddItem(str)

Submits a non-null named candidate to virtual slot [field] and returns candidate existence.

ItemHolder::HasItemItemHolderbool ItemHolder::HasItem(str)

Scans indexed holder entries for exact equality with the supplied string.

ObjList::ContainsObjListbool ObjList::Contains(Obj)

Tests whether a list contains the low-16-bit slot of an Obj handle.

ActorPresentGlobalbool ActorPresent(str)Description pending

Description pending.

IsRunningGlobalbool IsRunning(str)

IsRunning tests exact provider text Running.

IsWaitingGlobalbool IsWaiting(str)

IsWaiting tests exact provider text Waiting.

IsFinishedGlobalbool IsFinished(str)

IsFinished tests exact provider text Finished.

MusicPlayingGlobalbool MusicPlaying()

MusicPlaying tests the low16 result of a virtual manager query.

_RunGlobalbool _Run(str)

_Run returns true only after both compile and map scheduling helpers return zero.

IsMultiplayerGlobalbool IsMultiplayer()

IsMultiplayer tests whether the session byte contains any set bit.

IsViewLockedGlobalbool IsViewLocked()

IsViewLocked returns whether global [field] is nonzero.

IsPassableGlobalbool IsPassable(point)

Returns an inverse map bitmap bit after signed bounds checks.

IsPassable3x3Globalbool IsPassable3x3(point)

Tests a point and its eight surrounding offsets through a map passability bitmap helper.

IsExploredGlobalbool IsExplored(point, int)

Forwards a point and decremented player value to the exploration receiver.

NoTentsGlobalbool NoTents()

NoTents negates an object predicate over the map vector.

PlayMovieGlobalbool PlayMovie(str)

PlayMovie returns the saved movie helper result as a bool.

WasSelectionAssignedGlobalbool WasSelectionAssigned(int, int)

WasSelectionAssigned group overload tests the stored assignment mask.

WasSelectionAssignedGlobalbool WasSelectionAssigned(int)

WasSelectionAssigned player overload tests any stored assignment bit.

IsSelectionAssignedGlobalbool IsSelectionAssigned(int, int)

Validates player and selection indices and reports whether the selected selection contains any units.

IsSelectionAssignedGlobalbool IsSelectionAssigned(int)

IsSelectionAssigned player overload scans ten live counts.

Sacrifice::AddDruidSacrificebool Sacrifice::AddDruid(Druid, int)

For a nonnull Sacrifice, passes the resolved Druid and a wrapping 32-bit sum of an existing receiver value and the integer argument to an operation, then returns whether its result is nonzero. Returns false for a null Sacrifice.

Sacrifice::IsEmptySacrificebool Sacrifice::IsEmpty()

Sacrifice IsEmpty pushes receiver dword[field] != 0 for a resolved receiver and pushes true when receiver resolution is null.

Sacrifice::IsInvisibilitySacrificebool Sacrifice::IsInvisibility()

For a resolved Sacrifice, IsInvisibility selects the string at descriptor+8 from receiver[field] and pushes whether case-insensitive comparison with Hide returns zero; null resolution pushes false.

IsNoteActiveGlobalbool IsNoteActive(str)

Returns whether the input name has an exact case-sensitive key in the note-manager tree.

DiplGetCeaseFireGlobalbool DiplGetCeaseFire(int, int)

Evaluates whether player 1 has a ceasefire with player 2 by querying bit 0 of the player's diplomacy record.

DiplGetShareViewGlobalbool DiplGetShareView(int, int)Description pending

Description pending.

DiplGetShareControlGlobalbool DiplGetShareControl(int, int)

Evaluates whether player 1 has granted shared control to player 2 by querying bit 5 of the player's diplomacy record.

DiplGetShareSupportGlobalbool DiplGetShareSupport(int, int)

inspects diplomacy mask bit 2 to determine if two players share support.

Gate::IsOpenedGatebool Gate::IsOpened()

CKS Gate::IsOpened tests the resolved gate state and animation frame, with true on an invalid receiver.

Gate::IsClosedGatebool Gate::IsClosed()

CKS Gate::IsClosed tests the resolved gate state and animation frame, with false on an invalid receiver.

Gate::AreEnemiesAroundGatebool Gate::AreEnemiesAround()

Gate around predicates test cached dwords.

Gate::AreFriendsAroundGatebool Gate::AreFriendsAround()

Gate around predicates test cached dwords.

Ship::AreUnitsToBoardShipbool Ship::AreUnitsToBoard()

Cleans invalid or destroyed entries from a ship boarding list and reports whether any remain.

Ship::BoardUnitShipbool Ship::BoardUnit(Unit)Description pending

Description pending.

IsPointInWaterGlobalbool IsPointInWater(point)

Evaluates whether a given map coordinate corresponds to a water terrain tile by querying the global map terrain grid.

Ship::HasAiTransportShipbool Ship::HasAiTransport()

HasAiTransport returns whether the resolved ship's string at [field] has nonzero length at [field].

Ship::IsBuildingShipbool Ship::IsBuilding()

Ship::IsBuilding returns the one-byte predicate signed_dword(Ship[field])>0 for a resolved Ship and false for an unresolved handle.

Flying::IsInAirFlyingbool Flying::IsInAir()

Flying::IsInAir extracts bit 22 from the resolved Flying object's dword at offset [field] and returns it as a boolean.

Flying::IsLandingFlyingbool Flying::IsLanding()

Returns true when a particular object flag is set and a stored 32-bit field is nonzero. The field meanings are not documented.

OnLeftGlobalbool OnLeft(point, point)Description pending

Description pending.

Squad::TestFlagsSquadbool Squad::TestFlags(int)

Tests whether a squad satisfies all bits in a specified bitmask against its internal flags at offset [field].

Squad::InHolderSquadbool Squad::InHolder()

Scans squad members and rejects non-null entries with holder word FFFF.

Squad::SendFoodWagonSquadbool Squad::SendFoodWagon(int, int)

Selects an eligible nearby food wagon (scanning existing wagons and buildings that can spawn one) and constructs/enqueues a "follow" command targeting a hero; its own selection algorithm is substantially richer than a simple nearby-wagon scan.

Squad::HasFreedomSquadbool Squad::HasFreedom()

Scans members for a particular object flag or a nonzero class-query result.

GAIKA::EmptyGAIKAbool GAIKA::Empty()

GAIKA::Empty returns whether the selected global GAIKA record dword [field] is zero, with true on explicit resolution failure.

GAIKA::PrioritizedGAIKAbool GAIKA::Prioritized(int)

Looks up the selected AI table entry and returns bit zero of its stored 16-bit value.

GAIKA::ExploredGAIKAbool GAIKA::Explored(int)

Resolves a player's GAIKA-related AI record and returns a mode-dependent explored predicate.

GAIKA::CanExploreGAIKAbool GAIKA::CanExplore(int)

Selects adjacent or object-derived per-player descriptors passing a native exploration predicate.

GAIKA::RevealedGAIKAbool GAIKA::Revealed(int)

Resolves a player GAIKA record and delegates a mode-dependent Boolean predicate.

GAIKA::NoAttackGAIKAbool GAIKA::NoAttack(int)

Reads the no-attack mask in a byte of the resolved GAIKA record.

GAIKA::NoRecruitGAIKAbool GAIKA::NoRecruit(int)

Reads the no-recruit mask in a byte of the mapped player record.

GAIKA::AllEnemiesInHolderGAIKAbool GAIKA::AllEnemiesInHolder(int)

Reports the negation of an accumulator set by qualifying squads with a nonempty [field] member and leader word[field] equal to FFFF.

GAIKA::MilitaryPresenceGAIKAbool GAIKA::MilitaryPresence(int)

Returns true for a selected squad with clear flag bit4 or for qualifying positive holder guard count.

SquadList::IsValidSquadListbool SquadList::IsValid()

Returns whether the signed SquadList index resolves within the native list-entry table.

SquadList::EOLSquadListbool SquadList::EOL()

Tests whether a squad-list iterator is at its end.

SquadList::RewindSquadListbool SquadList::Rewind()

Resolves a SquadList and resets its cursor to the start, returning whether an element is available.

SquadList::NextSquadListbool SquadList::Next()

Resolves a SquadList value and returns whether its cursor advance helper finds another element.

Building::IsVeryBrokenBuildingbool Building::IsVeryBroken()

Building::IsVeryBroken returns true when current health is below integer maximum health divided by twenty.

Settlement::CanBeCapturedSettlementbool Settlement::CanBeCaptured()Description pending

Description pending.

Settlement::IsStrongholdSettlementbool Settlement::IsStronghold()

Calls the BaseTownhall-family predicate on a resolved settlement.

Settlement::IsVillageSettlementbool Settlement::IsVillage()

Returns the village-class predicate for a valid Settlement.

Settlement::IsOutpostSettlementbool Settlement::IsOutpost()

Tests whether the supplied settlement object inherits from the Outpost script class.

Settlement::IsTTentSettlementbool Settlement::IsTTent()Description pending

Description pending.

Settlement::IsShipyardSettlementbool Settlement::IsShipyard()

Returns whether the linked object template inherits BaseShipyard, including the ordinary first-use literal lookup and cache path.

Settlement::IsAllySettlementbool Settlement::IsAlly(int)

Settlement IsAlly resolves the settlement owner and tests bit zero of the indexed player-relation table entry.

Settlement::IsEnemySettlementbool Settlement::IsEnemy(int)

Returns the inverse low-bit predicate from a player relation table for a valid settlement.

Settlement::IsOwnSettlementbool Settlement::IsOwn(int)

Settlement::IsOwn returns true only when a valid Settlement owner's zero-based index equals idPlayer minus one.

Settlement::IsIndependentSettlementbool Settlement::IsIndependent()

Returns true when the resolved settlement has linked owner code 14 or 15.

Settlement::IsIndependentGuardedSettlementbool Settlement::IsIndependentGuarded()Description pending

Description pending.

AttackSetForTrainingGlobalbool AttackSetForTraining(Obj, point, int)

Selects a prioritized nearby training target and queues approach and engagement commands.

Unit::AIUnitbool Unit::AI()

Queries whether a unit is controlled by AI by verifying player AI state and checking the squad record's active AI flag.

Building::IsBarrackBuildingbool Building::IsBarrack()

Evaluates a Building through the native barracks-family class predicate and returns a VM boolean.

IsResearchedGlobalbool IsResearched(Settlement, str)

CKS scripting primitive evaluating whether a technology or upgrade has been researched, supporting both settlement-anchored and player-direct overloads.

IsResearchedGlobalbool IsResearched(int, str)

CKS scripting primitive evaluating whether a technology or upgrade has been researched, supporting both settlement-anchored and player-direct overloads.

IsResearchingGlobalbool IsResearching(Settlement, str)

CKS scripting primitive reporting whether a technology or upgrade is currently in the "researching" state, with a settlement-anchored overload and a player-direct overload.

IsResearchingGlobalbool IsResearching(int, str)

CKS scripting primitive reporting whether a technology or upgrade is currently in the "researching" state, with a settlement-anchored overload and a player-direct overload.

GetCmdCostGlobalbool GetCmdCost(str, int, int)

Looks up a named command and writes its gold and food cost fields to output references.

Settlement::CanAffordSettlementbool Settlement::CanAfford(int, int)

Tests positive signed resource quotients after subtracting the keyed reservation from available gold.

Settlement::CanAffordSettlementbool Settlement::CanAfford(str)

Resolves a Settlement and named command, then returns whether a cost check succeeds.

Settlement::CanAffordSettlementbool Settlement::CanAfford(str, int)

Compares the requested count with the signed native command affordability count.

Settlement::CanResearchSettlementbool Settlement::CanResearch(str)

CKS scripting primitive reporting whether a settlement is permitted to begin researching an upgrade that is not already researched or in progress.

Settlement::ReserveForSettlementbool Settlement::ReserveFor(str, int)

Updates keyed reservation percent and command, preserving or initializing the army snapshot by branch.

Settlement::CheckTechBudgetSettlementbool Settlement::CheckTechBudget(str, int)

Tests technology expenditure plus adjusted command cost against a signed percentage budget.

IsWaterLsaGlobalbool IsWaterLsa(int)

Handler for this function, bool IsWaterLsa(int lsa): tests whether an lsa region is water-majority.

Gate::InsideGatebool Gate::Inside(Squad)

Tests a native gate/member path predicate universally over squad members.

Gate::OutsideGatebool Gate::Outside(Squad)

Tests the zero-result gate/member path predicate universally over squad members.

Settlement::UpgradeBestBarrackSettlementbool Settlement::UpgradeBestBarrack(int)Description pending

Description pending.

UEnabledGlobalbool UEnabled(int, int)

Handler for this function, bool UEnabled(int mask, int bit): tests one bit of a mask.

CheckUEnabledGlobalbool CheckUEnabled(int, int, int, int, int)

CheckUEnabled updates an output bit mask from a unit-class count and threshold.

Squad::CalcGoAroundSquadbool Squad::CalcGoAround()

Chooses an intermediate GAIKA waypoint and reissues squad-member commands to route around an obstruction.

Squad::TakeNearbyItemsSquadbool Squad::TakeNearbyItems(int)

Selects an item holder near the squad leader and issues a getitems command.

Obj::HasItemObjbool Obj::HasItem(str)

Calls a resolved object's virtual item-name lookup and returns whether its integer result is nonnegative.

Obj::UseItemObjbool Obj::UseItem(str)

Finds a named item on an Obj and runs its OnUse script when present.

Squad::UseTeleportSquadbool Squad::UseTeleport(Obj, int, str, point)

Stores squad state/time and submits teleport plus point commands for live members.

IsProtectedGlobalbool IsProtected(int, point, str)

IsProtected clamps coordinates and normalizes a local query flag.

NeedTrainingGlobalbool NeedTraining(int)

Compares a player's sampled unit-level average with a threshold derived from allied players' sampled armies.

IsAIPlayerGlobalbool IsAIPlayer(int)

IsAIPlayer returns true for player ids 1 through 16 whose selected player record has a non-null AI pointer, otherwise false.

Settlement::TSResearchSettlementbool Settlement::TSResearch(str)

Applies a TSH_Research command script with a Settlement, research name and temporary result reference.

Settlement::IsTeutonTentSettlementbool Settlement::IsTeutonTent()

Compares an associated settlement object's string to TTent and returns a one-byte boolean.

AIVarGlobalbool AIVar(int, int, int)

Three-argument AIVar returns whether a selected bit is set in an indexed AI variable word after guarded player and variable lookup.

WaitIdleGlobalbool WaitIdle(Query, int)

Implements the registered WaitIdle blocking predicate and timeout paths.

WaitObjInQueryGlobalbool WaitObjInQuery(Obj, Query, int)

Implements the registered WaitObjInQuery blocking predicate and timeout paths.

WaitQueryCountBetweenGlobalbool WaitQueryCountBetween(Query, int, int, int)

Implements the registered WaitQueryCountBetween blocking predicate and timeout paths.

WaitCommonObjectsGlobalbool WaitCommonObjects(Query, Query, int)

Implements a blocking wait condition over two queries and schedules a retry interval when required.

WaitHealthBetweenGlobalbool WaitHealthBetween(Query, int, int, int)

Implements the registered WaitHealthBetween blocking predicate and timeout paths.

WaitSettlementCaptureGlobalbool WaitSettlementCapture(str, int, int)

Implements the registered WaitSettlementCapture blocking predicate and timeout paths.

WaitSettlementAlliedGlobalbool WaitSettlementAllied(str, int, int)

Waits until a named settlement is not allied with a requested player or a finite timeout expires.

WaitEnvStringEqualGlobalbool WaitEnvStringEqual(str, str, int)

Implements the registered WaitEnvStringEqual blocking predicate and timeout paths.

WaitEnvIntBetweenGlobalbool WaitEnvIntBetween(str, int, int, int)

Implements the registered WaitEnvIntBetween blocking predicate and timeout paths.

WaitAddNoteGlobalbool WaitAddNote(str, int)

Suspends a VM thread until a named note exists or the requested timeout expires.

WaitRemoveNoteGlobalbool WaitRemoveNote(str, int)

Suspends a VM thread while a named note remains active, subject to the requested timeout.

WaitConvRequestGlobalbool WaitConvRequest(Query, Query, int, Obj&, Obj&)Description pending

Description pending.

WaitUnitsInAreaGlobalbool WaitUnitsInArea(Query, str, int)

WaitUnitsInArea tests a nonempty query collection using the area acceptance helper.

WaitIdleUnitsInAreaGlobalbool WaitIdleUnitsInArea(Query, str, int)

WaitIdleUnitsInArea tests idle names in a nonempty area-filtered collection.

WaitEmptyQueryGlobalbool WaitEmptyQuery(Query, int)

WaitEmptyQuery completes true when query virtual slot [field] returns nonzero.

WaitNonEmptyQueryGlobalbool WaitNonEmptyQuery(Query, int)

WaitNonEmptyQuery completes true when query virtual slot [field] returns zero.

WaitConvRequestGlobalbool WaitConvRequest(Obj, Obj, int)Description pending

Description pending.

HasStarvingArmyGlobalbool HasStarvingArmy()

Tests whether the notifications manager contains the named army-starving notification.

HasStarvingArmyGlobalbool HasStarvingArmy(int)Description pending

Description pending.

IsAIHelperRunningGlobalbool IsAIHelperRunning(str)

Consumes a helper-name string and returns the helper name-table membership result.

SPFFindAreas_QuantGlobalbool SPFFindAreas_Quant()

Advances one SPF area-finding step and returns a boolean continuation value to CKS.

SPFCalcConnectHighRes_QuantGlobalbool SPFCalcConnectHighRes_Quant()Description pending

Description pending.

SPFIncreaseConnect_QuantGlobalbool SPFIncreaseConnect_Quant()

Pushes one boolean byte for the nonzero result of [field] on the current SPF task.

TutorialActiveGlobalbool TutorialActive()

Registered handler that pushes a zero Boolean without reading tutorial state.

HintsActiveGlobalbool HintsActive()

Checks whether a 32-bit field reached through a shared pointer is nonzero.

AreHintsAndTutorialsEnabledGlobalbool AreHintsAndTutorialsEnabled()

Hints and tutorials query returns pointer field [field] nonzero or false.

GAIKA::GetControlFlagGAIKAbool GAIKA::GetControlFlag(int)

GAIKA::GetControlFlag returns whether mask 32 is set in byte [field] after bounded GAIKA record resolution.

Hero::IsArmyOutsideHerobool Hero::IsArmyOutside()

Returns whether the hero army list lacks a resolvable member with an active holder field.

DiplAreAlliedGlobalbool DiplAreAllied(int, int)

Checks whether two players have a reciprocal diplomatic alliance. Returns false if either player number is outside the range 1 to 16, and true when both valid numbers identify the same player.

Accept this type

83
MemberSignature and description
=Globalvoid =(bool&, bool)Description pending

Description pending.

!Globalbool !(bool)Description pending

Description pending.

&&Globalbool &&(bool, bool)Description pending

Description pending.

||Globalbool ||(bool, bool)Description pending

Description pending.

^Globalbool ^(bool, bool)Description pending

Description pending.

SetFlagGlobalint SetFlag(int&, int, bool)

Sets or clears the requested bits in an integer passed by reference.

Obj::AddCommandObjvoid Obj::AddCommand(bool, str)

creates and enqueues a named command on a target object.

Obj::AddCommandObjvoid Obj::AddCommand(bool, str, point)

Adds a named command with a point as its target.

Obj::AddCommandObjvoid Obj::AddCommand(bool, str, Obj)

Adds a named command with an object as its target.

Obj::ExecDefaultCmdObjvoid Obj::ExecDefaultCmd(point, Obj, bool, bool)

Builds a one-receiver packet for default-command dispatch with point, target identifier and normalized flags.

Obj::ExecCmdObjvoid Obj::ExecCmd(str, point, Obj, bool)

Validates an object and named command, then dispatches it with script arguments.

Obj::SetVisibleObjvoid Obj::SetVisible(bool)

Requests a visibility update for the object using the supplied boolean. Conditions that can affect visibility still need a practical explanation.

Obj::SetMessengerStatusObjvoid Obj::SetMessengerStatus(bool)

Resolves an Obj and selects one of two virtual status operations from a boolean argument.

Obj::SetBlindObjvoid Obj::SetBlind(bool)

Selects one of two virtual operations on a mask according to the supplied boolean.

Obj::SetDebugObjvoid Obj::SetDebug(bool)

SetDebug normalizes its byte Boolean to a dword 0/1 and forwards it through object virtual [field].

rolloverGlobalstr rollover(Obj, bool)

Builds command rollover text from an order description, resource costs, and current affordability.

rolloverGlobalstr rollover(Obj, str, bool)

Builds object rollover text from order costs, class statistics, and optional affordability detail.

rollover_descGlobalstr rollover_desc(Obj, str, bool)

Composes localized rollover text and conditionally appends the secondary order description.

Obj::SetCmdEnableObjvoid Obj::SetCmdEnable(bool)

SetCmdEnable writes normalized bool to object [field] only after virtual [field] returns zero.

Query::AddDefCmdQueryvoid Query::AddDefCmd(point, Obj, bool, bool)

Resolves Query and optional Obj, passes point, target ID or 65535 and two normalized flags to the default-command dispatch chain.

Query::AddCommandQueryvoid Query::AddCommand(bool, str)

Dispatches factory mode zero for each live Query member and installs nonnull results with the normalized bool.

Query::AddCommandQueryvoid Query::AddCommand(bool, str, point)

Dispatches factory mode one with the unchanged point pair for each live Query member and installs nonnull results.

Query::AddCommandQueryvoid Query::AddCommand(bool, str, Obj)

Dispatches factory mode two with the raw Obj pair after validating its low-word registry slot, installing nonnull results on live Query members.

Query::AddCommandOffsetQueryvoid Query::AddCommandOffset(bool, str, point)

Transforms each live member position by requested point minus live-member average, then dispatches mode one without local clamping.

Query::SetPartyQueryvoid Query::SetParty(bool)

Dispatches unit-compatible query members to a Boolean-selected game virtual operation.

Query::SetMessengerStatusQueryvoid Query::SetMessengerStatus(bool)

Dispatches a mask to eligible script objects through a virtual operation selected by the boolean argument.

Query::SetFeedingQueryvoid Query::SetFeeding(bool)

Sets or clears a unit flag for eligible query members.

Building::GetExitPointBuildingpoint Building::GetExitPoint(point, bool)

Resolves an exit point from a Building, an incoming point, and a boolean mode.

Unit::SetFeedingUnitvoid Unit::SetFeeding(bool)

Updates the resolved Unit's feeding flag from a bool argument.

Unit::GotoUnitbool Unit::Goto(point, int, int, bool, int)

Clamps the point to map bounds and coordinates a Unit path controller, movement command, wait ticks and terminal bool through native status 0, 1 or 2; its path destination call passes final flag 1.

Unit::GotoEnterUnitbool Unit::GotoEnter(point, int, int, bool, int)

Follows the point-route wait and completion branches while passing final flag 0 to the path destination call at [field]; the sibling Goto point handler passes 1.

Unit::GotoUnitbool Unit::Goto(Obj, int, int, bool, int)

Resolves an optional Obj and required Unit, clears Unit tracking at [field] when set, then delegates the movement state machine to [field]; invalid Unit pushes false.

Unit::GotoAttackUnitbool Unit::GotoAttack(Obj, int, bool, int)

Prepares target tracking and delegates cooperative attack routing.

Unit::SetPartyUnitvoid Unit::SetParty(bool)

Dispatches a resolved Unit to one of two game virtual operations according to a boolean argument.

Unit::SetCommandedUnitvoid Unit::SetCommanded(bool)

Sets or clears bit 19 of a resolved Unit's state flags.

Unit::SetEnteringUnitvoid Unit::SetEntering(bool)

Sets or clears bit 20 of a resolved Unit's state flags.

Unit::SetNoselectFlagUnitvoid Unit::SetNoselectFlag(bool)

Clears Unit [field] bit [field] and sets it when the bool argument is nonzero.

Unit::SetMinimapFlagUnitvoid Unit::SetMinimapFlag(bool)

Sets or clears the Unit minimap flag from a bool argument.

Unit::SetNoAIFlagUnitvoid Unit::SetNoAIFlag(bool)

Clears a unit flag, then sets it if the boolean argument is nonzero.

Unit::SetSpecialUnitvoid Unit::SetSpecial(int, bool)

For index below 36, a nonzero bool ORs its shifted bit into Unit [field], while false calls [field] to clear it; invalid Unit or out-of-range index is skipped.

Unit::SetParryModeUnitvoid Unit::SetParryMode(bool)

Changes parry mode when the Unit capability bit allows it.

Hero::FormSetupAndMoveToHerovoid Hero::FormSetupAndMoveTo(point, int, int, bool)

After holder-related waits, the point overload clears the Hero path controller, passes the point, two integers, and bool to formation destination change; on success it installs a new controller, enables formation move mode, and sets Hero [field] to 3.

Hero::FormSetupAndMoveToHerovoid Hero::FormSetupAndMoveTo(Obj, int, int, bool)

After holder-related waits, clears the hero path controller and selects an object destination change or a point destination derived from the object, depending on an object flag. On success, installs a new controller and sets hero state 3.

Hero::SetAutocastHerovoid Hero::SetAutocast(bool)

Clears or sets a flag in the resolved Hero according to the boolean argument.

Druid::SetSummoningDeathDruidvoid Druid::SetSummoningDeath(bool)Description pending

Description pending.

Settlement::AllowCaptureSettlementvoid Settlement::AllowCapture(bool)

AllowCapture stores the zero-extended argument byte at Settlement [field].

ObjList::AddCommandObjListvoid ObjList::AddCommand(bool, str)

Creates and enqueues a named command for every eligible object-list member.

ObjList::AddCommandObjListvoid ObjList::AddCommand(bool, str, point)

For each resolved eligible member, creates a named point command with selector 1 and submits it through virtual [field] using the supplied Boolean.

ObjList::AddCommandObjListvoid ObjList::AddCommand(bool, str, Obj)

After validating the supplied Obj handle, creates a named object-target command with selector 2 for each eligible member and submits it through virtual [field] using the Boolean.

ObjList::AddCommandOffsetObjListvoid ObjList::AddCommandOffset(bool, str, point)

Creates point-targeted commands for object-list members while preserving their offsets from the list center.

ObjList::ExecDefaultCmdObjListvoid ObjList::ExecDefaultCmd(point, Obj, bool, bool)

Resolves the optional Obj handle to its object identifier at +8 and delegates the list, point, identifier, two Booleans and -1 to [field].

ObjList::ExecCmdObjListvoid ObjList::ExecCmd(str, point, Obj, bool)

Looks up the supplied command string through the command-order registry virtual [field]; on success passes the resolved command and remaining arguments to [field], while the failure path reports an invalid command.

ObjList::SetVisibleObjListvoid ObjList::SetVisible(bool)

Applies a visibility boolean to an object list and to eligible nested visibility controllers of its members.

ViewGlobalvoid View(point, bool)

Pops a world point and lock boolean from the CKS VM stack and forwards them to the native camera-centering helper.

EndGameGlobalvoid EndGame(int, bool)

Converts a one-based player input to a zero-based index and delegates its address with the lose flag to the game virtual method.

BlockMiniMapGlobalvoid BlockMiniMap(bool)

Passes an inverted script boolean to a UI control helper and stores the original byte at Game[field].

SetGlobalBloodlustGlobalvoid SetGlobalBloodlust(bool)Description pending

Description pending.

Sacrifice::ConsumeSacrificeint Sacrifice::Consume(int, int, bool)

At entry cursor S, Consume returns native status 1 without changing the cursor when both bytes S-1 and S-2 are nonzero, after storing dword[S-6] through global pointer [field].

DiplCeaseFireGlobalvoid DiplCeaseFire(int, int, bool)Description pending

Description pending.

DiplShareViewGlobalvoid DiplShareView(int, int, bool)Description pending

Description pending.

DiplShareControlGlobalvoid DiplShareControl(int, int, bool)Description pending

Description pending.

DiplShareSupportGlobalvoid DiplShareSupport(int, int, bool)Description pending

Description pending.

GAIKA::EvalNeighborsGAIKAvoid GAIKA::EvalNeighbors(int, int, int&, int&, int&, bool)

Traverses neighboring GAIKA records, filters them, and accumulates three referenced evaluation outputs.

GAIKA::ExploreGAIKAvoid GAIKA::Explore(int, bool)

Sets or clears bit 1 in a validated per-player GAIKA record.

GAIKA::SetNoAttackGAIKAvoid GAIKA::SetNoAttack(int, bool)

Updates the no-attack mask in a byte of the resolved GAIKA record.

GAIKA::SetNoRecruitGAIKAvoid GAIKA::SetNoRecruit(int, bool)

Updates the no-recruit mask in a byte of the mapped player record.

SetNoAttackGlobalvoid SetNoAttack(str, int, bool)Description pending

Description pending.

SetNoRecruitGlobalvoid SetNoRecruit(str, int, bool)Description pending

Description pending.

AreaAINoRecruitGlobalvoid AreaAINoRecruit(str, int, bool)Description pending

Description pending.

AreaAINoAttackGlobalvoid AreaAINoAttack(str, int, bool)Description pending

Description pending.

AreaAIMaxPriorityGlobalvoid AreaAIMaxPriority(str, int, bool)

Applies priority 100 or -1 to player AI records whose points lie inside a named area.

Unit::BestMDPosUnitpoint Unit::BestMDPos(int, int, int, int, bool)

Ranks filtered hostile squad leaders by a circle relation count with optional friendly penalties and a distance bonus.

SetNoAIFlagGlobalvoid SetNoAIFlag(ObjList, bool)

The handler traverses the supplied ObjList.

GAIKA::GetAIControlledUnitsGAIKAObjList GAIKA::GetAIControlledUnits(str, int, int, bool)

Builds an ObjList of eligible units controlled by a selected GAIKA record under class, relation and limit filters.

SetAIVarGlobalvoid SetAIVar(int, int, int, bool)

SetAIVar sets or clears bit (bit argument modulo 32) in an indexed dword reached through the selected player record.

prGlobalvoid pr(bool)

Displays true or false in the game's chat.

SetFogGlobalvoid SetFog(bool)

Normalizes one VM boolean into a sixteen-byte command payload.

PFPersistGlobalvoid PFPersist(bool)

Consumes one boolean byte and selects two helper sequences around active-pathfinder virtual slot [field].

SetPlayerStatusGlobalvoid SetPlayerStatus(int, int, str, bool)

Forwards a player, key, string and importance flag to a global status store.

SetPlayerStatusGlobalvoid SetPlayerStatus(int, int, bool)

Forwards a player, key, and importance bool to the global player-status store when present.

GAIKA::SetControlFlagGAIKAvoid GAIKA::SetControlFlag(int, bool)

GAIKA::SetControlFlag sets or clears byte +2 mask 32 in the mapped player record.

Unit::SetFreedomUnitvoid Unit::SetFreedom(bool)

Applies a bool argument to the Unit freedom state bit.

EndGameGlobalvoid EndGame(int, bool, str)

The three-argument EndGame stores its message only when the decremented player matches the computed local index.

Coverage and limits

0 / 0 members with a published description.

These lists come from published signatures. “Accept” counts explicit parameters, excluding the method receiver; reference variants (&) are included. No inheritance hierarchy is asserted. Undocumented names, units and effects remain unresolved.