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SWAT Methods
(All inclusive)
Tyler: InitGlobals -> RedUmbrellaNukePeriodic
EK: Trig_SurvivalTime_Actions -> InitTrig_UmbForceField
Caz: Trig_NemesisBattery_Actions -> InitTrig_ProwlerMotionSensorDeath
Adam: Trig_EspionageHold_Conditions -> Rest
Huge method that initializes everything
Creates a variety of sound effects. Initialized at game started
Only does:
call CreateItem( 'I01M', -842.7, -1945.2 )
Creates units for "Player 9". Not entirely sure but I think these are dummy units used for various abilities and item effects
This method makes just two units:
set gg_unit_Ulic_0013 = CreateUnit( p, 'Ulic', -23.7, 18.0, 352.485 )
set gg_unit_Udre_0014 = CreateUnit( p, 'Udre', 61.2, 42.8, 119.020 )
These seem to be udg_RadDmgCiv and udb_RadDmgHero respectively.
Creates neutral passive buildings and sets resources to 1?
Creates neutral units. Think this creates scientist and stuff
Does nothing
Simply calls CreateUnitsForPlayer9 and CreateUnitsForPlayer10
Simply calls the other 4 create methods (neutral and player)
Sets all of the regions used in the game
Displays text on a specific player's screen
Displays text on all players screens
Displays text above the specified unit
No idea but this method never seems to be called. Messages every player and displays text to the team. Then displays a message, s2 to just player oP
Sends a message to player oP: "Inventory is full." and plays a sound, gg_snd_InvFull.
Converts handle h to integer. Convenience for older H2I method in wc3.
Converts handle h to integer then to string.
Boolean to string
Returns true if a.substring(0, length) == b.substring(0, length) [Ignores case]
Waits for duration seconds (more efficient but less accurate than RedShortWait)
Waits for duration seconds
Returns true if player oP is controlled by a human player
Returns true if player oP is currently playing (can be a bot or player)
Returns n rounded to the nearest integer
Performs i / j and discards any remainder
return (( i - ModuloInteger( i, j )) / j )
Returns nAngle as a number in range 0.0 <= nAngle < 360
Returns euclidean distance of (xA, xB) and (yA, yB)
Returns distance between the two locations (and removes the locations)
Returns true if the distance between the two passed locations exceeds distance
function RedDistanceExcededXY takes real xA, real yA, real xB, real yB, real distance returns boolean
Returns true if the distance between the two passed (xA, xB) and (yA, yB) exceeds distance
function RedDistanceInBetweenXY takes real xA, real yA, real xB, real yB, real nMin, real nMax returns boolean
Returns true if the distance between the two passed (xA, xB) and (yA, yB) is between nMin and nMax (not inclusive)
Returns angle between oLoc1 and oLoc2 and removes locations
Returns true if nAngle is within the range (nTest - nSlop) < nAngle < (nTest + nSlop)
Returns true if nAngle is within the range ((angle of oTest and oSrc) - nSlop) < nAngle < (((angle of oTest and oSrc) + nSlop)
Sets oUnit to player oP and changes colors if bColor == true
Returns player who owns unit
Returns true if oUnit is facing oTarget's location (within 120 degrees)
Adds glow effect to unit based on player, iP, actual color. (So if iP is for Blue player, this adds a blue glow)
Returns true if the "GetFilterUnit()" is not a UNIT_TYPE_SAPPER, does not have the abilities 'Aloc' and 'Avul', and is alive This function is used to filter out some units when selecting from a group. This seems to be used to filter out units that are SAPPERS (his dummy damage units), or are invulnerable/dead
function RedUnitDamagePoint takes unit whichUnit, real delay, real radius, real x, real y, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType returns nothing
Waits for delay seconds, then deals amount damage to all units within radius of (x, y). Damage source is whichUnit.
function RedUnitDamagePointGroup takes unit whichUnit, real delay, real radius, real x, real y, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType returns group
Waits for delay seconds, then deals amount damage to all units within radius of (x, y). Damage source is whichUnit.
This is the same as RedUnitDamagePoint except this one returns the group of units damaged.
function RedPingColorLocal takes player oP, integer i, location oLoc, real nDuration returns nothing
function RedPlayerAbbrev takes player oP, string s, string sCommand, string sDisplay, string sMessage returns integer
function Trig_InitChatCommand takes trigger oTrig, player oP, string sCommand, integer iMax returns nothing
function RedFloatText takes string s, unit oUnit, integer red, integer green, integer blue, boolean drift, real size, real nDuration returns nothing
function RedResetCooldown takes unit oUnit, integer iAbility, integer iAdjust, boolean bAdd returns nothing
function RedUpdateStatusBoardAilments takes integer iRow, boolean bInjured, boolean bSick returns nothing
function RedUpdateStatusBoardRow takes integer iRow, integer iHealth, integer iEnergy, boolean bInjured, boolean bSick returns nothing
function RedCreateUnit takes integer unitId, player whichPlayer, location loc, real face returns unit
function RedCreateUnitLoc takes integer unitId, player whichPlayer, location loc, real face returns unit
function RedCreateMiniDroid2 takes unit oHero, string sRemote, integer iP, integer iLAD, item oRemote returns nothing
function RedGetUnfullItem takes unit oHero, integer iItemType, integer iFullCount, item oNewItem returns item
function RedGetUnfullItemEx takes unit oHero, integer iItemType, integer iFullCount, item oNewItem, boolean bCheckDisabled returns item
function RedItemSwapItem takes item oItem, integer iNewItem, integer iData, unit oUnit returns nothing
function RedOverdoseCamera takes player oP, real mag1, real vel1, real mag2, real vel2 returns nothing
function RedPouchAddItemId takes item oPouch, integer iItem, player oP, boolean bInform returns boolean
function RedPouchDropDrug takes item oPouch, integer iData, integer iDiv, string sType, integer iType, unit oUnit, player oP returns nothing
function MultiDrugSpawn takes integer iItem, location oLoc, integer iMin, integer iMax returns nothing
function RedCrater takes location oCenter, real nSize, real nDepth, integer iMinBumps, integer iMaxBumps returns nothing
`function RedCinematicFadeCommon takes player oP, real red, real green, real blue, real nDuration, string sMask, real nInitialTransparency, real
nFinalTransparency returns nothing`
`function RedCinematicFadeEx takes player oP, real nFadeIn, real nFadeTime, real nFadeOut, string sMask, real red, real green, real blue, real
nNormalTransparency, real nFadedTransparency returns nothing`
function RedCinematicFade takes player oP, real nDuration, real red, real green, real blue, real nTransparency returns nothing
function RedItemSpellLvl takes player oP, unit oUnit, integer iSpell, string sSpell, integer iLevel returns nothing
function RedItemSpellLvlCaster takes player oP, unit oUnit, integer iSpell, string sSpell, integer iLevel returns unit
function RedItemSpellLvlGroup takes player oP, group gUnits, integer iSpell, string sSpell, integer iLevel returns nothing
function RedPostItemSpellLvlInit takes player oP, group gUnits, integer iSpell, string sSpell, integer iLevel returns nothing
function RedDoInjuryB takes unit oHero, player oP, integer iP, integer iChance, unit oAttacker returns boolean
function RedDoInjuryA takes unit oHero, player oP, integer iP, integer iChance, unit oAttacker returns boolean
function RedInitRecruit takes player oP, integer iP, location oLoc, real nFacing, real nLife, integer iLevel returns nothing
function RedCorpseSpiders takes location oCorpseLoc, integer iMin, integer iMax, integer iCount returns nothing
function RedLaserUmbForcefields takes location oIonLoc, location oCastLoc, boolean bPlayerCast returns nothing
function PingFrags takes unit oHero, integer iNear, integer iFar, integer iLimited, integer iMsgStyle returns nothing
function RedMarksTargets takes real radius, real dist, real xS, real yS, real xM, real yM, boolexpr filter returns group
Every half-day (morning, night) it increments the udg_Survival variable and increases the game difficulty
This occurs @ 6AM and 6PM
This initializes and creates the tigger. Associates gg_trg_SurvivalTime with function Trig_SurvivalTime_Actions
Determines if they have beaten survival or not. If so, displays victory message. Otherwise displays current day.
Enables and creates function Trig_SurvivalDay_Actions. Associates gg_trg_SurvivalDay with function Trig_SurvivalDay_Actions
Triggered at just after midnight and right before 8AM
If the Super Rad exists, increase the contribution to radiation, and scales the rad size based on that contribution.
Increases difficulty due to time
function RedCreateFungi takes integer i, location oLoc, integer iMinDist, integer iMaxDist returns nothing
function SetCompName takes integer iP, string sHumanName, string sName1, string sName2 returns nothing
function RedCreateDebrisItem takes integer iMin, integer iMax, integer iItem, real nSize, integer iVar, rect oRect returns nothing
function RedSpawnRandomCrate takes integer iClass, integer iRange, integer iChance, rect oRegion returns nothing
function RedSpawnRandomABMCrate takes integer iClass, integer iRange, integer iChance, rect oRegion returns nothing
function RedSpawnRandomItem takes integer iItem, integer iRange, integer iChance, rect oRegion returns nothing
function RedBuildingKeepSight takes rect rBuilding, integer iType, unit oShop, integer iShopIndex returns nothing
function RedAwardedMedal takes integer iP, integer iMedal, integer iMax, integer iMinRank returns boolean
function Trig_CommandoRevive_Init takes unit oUmb, integer iIndexUmb, integer iIndex returns nothing
function Func_SuperMutantHit_Conditions takes real nDamage, real nPercent, integer iUnitType returns boolean
function RedHorrorRadWave_StunUnit takes unit oUnit, integer iSpell, integer iLevel, string sSpell returns nothing
function RedQueueZombieRevive takes unit oCorpse, unit oKiller, boolean bNuked, integer i returns nothing
function Trig_LightenatingDeath_Spawn takes unit oUnit, unit oDead, real x, real y, integer iBonus returns nothing
function RedPlayerAbbrevColor takes player oP, string s, string sCommand, string sDisplay, string sMessage returns integer
Issues "Hold position" Command
Defines how Espinage works, whether its on sniper or someone else. Hold position twice to activate
Initializes previous function
Gives messages about how espionage works to lpayers based on their rank (higher ranks don't get the same messages)
Sets GetIssuedOrderId() to an espionage attack order
calls RedEspionageEngage
Sets GetSpellAbilityId() == 'A05D'
Illustrated how sprint works, with cooldowns in hex? and included trait info
function Trig_MindRotZombie takes unit oZombie, boolean bZombie, boolean bMiniboss, integer iLevel returns unit
function RedMicrowave takes integer iP, unit oHero, unit oUnit, integer iLvl, real nDist, real nPercent, boolean bExplodable returns unit
`function RedXGrenade takes unit oMan, integer iGrenade, real nRefund, real nLethDmg, integer iNap, integer iDist, real xSpot, real ySpot returns
nothing`