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Scripting/Natives
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Scripting/Natives
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===Unit properties=== <br />const int c_unitPropLife = 0; <br />const int c_unitPropLifePercent = 1; <br />const int c_unitPropLifeMax = 2; <br />const int c_unitPropLifeRegen = 3; <br />const int c_unitPropEnergy = 4; <br />const int c_unitPropEnergyPercent = 5; <br />const int c_unitPropEnergyMax = 6; <br />const int c_unitPropEnergyRegen = 7; <br />const int c_unitPropShields = 8; <br />const int c_unitPropShieldsPercent = 9; <br />const int c_unitPropShieldsMax = 10; <br />const int c_unitPropShieldsRegen = 11; <br />const int c_unitPropSuppliesUsed = 12; Read-only <br />const int c_unitPropSuppliesMade = 13; Read-only <br />const int c_unitPropKills = 14; <br />const int c_unitPropVitality = 15; Read-only <br />const int c_unitPropVitalityPercent = 16; Read-only <br />const int c_unitPropVitalityMax = 17; Read-only <br />const int c_unitPropAcceleration = 18; Read-only <br />const int c_unitPropHeight = 19; <br />const int c_unitPropMovementSpeed = 20; <br />const int c_unitPropTurnRate = 21; Read-only <br />const int c_unitPropResources = 22; <br />const int c_unitPropRadius = 23; Read-only <br />const int c_unitPropXP = 24; <br />const int c_unitPropLevel = 25; <br />const int c_unitPropBountyMinerals = 26; <br />const int c_unitPropBountyVespene = 27; <br />const int c_unitPropBountyTerrazine = 28; <br />const int c_unitPropBountyCustom = 29; <br />const int c_unitPropKillXP = 30; <br />const int c_unitPropCarriedMinerals = 31; <br />const int c_unitPropCarriedVespene = 32; <br />const int c_unitPropCarriedTerrazine = 33; <br />const int c_unitPropCarriedCustom = 34; <br />const int c_unitPropLifeArmor = 35; Read-only <br />const int c_unitPropShieldArmor = 36; Read-only <br /> <br />const bool c_unitPropCurrent = true; <br />const bool c_unitPropNormal = false; <br /> <br />native void UnitSetPropertyInt (unit inUnit, int inProp, int inVal); <br />native void UnitSetPropertyFixed (unit inUnit, int inProp, fixed inVal); <br /> <br />native int UnitGetPropertyInt (unit inUnit, int inProp, bool inCurrent); <br />native fixed UnitGetPropertyFixed (unit inUnit, int inProp, bool inCurrent); <br /> <br />native void UnitSetCustomValue (unit inUnit, int inIndex, fixed inVal); <br />native fixed UnitGetCustomValue (unit inUnit, int inIndex); <br /> <br />native void UnitAddChargeRegen (unit inUnit, string inCharge, fixed inVal); <br />native fixed UnitGetChargeRegen (unit inUnit, string inCharge); <br />native void UnitAddChargeUsed (unit inUnit, string inCharge, fixed inVal); <br />native fixed UnitGetChargeUsed (unit inUnit, string inCharge); <br /> <br />native void UnitAddCooldown (unit inUnit, string inCooldown, fixed inVal); <br />native fixed UnitGetCooldown (unit inUnit, string inCooldown); <br /> <br />native void UnitCreateEffectPoint (unit inUnit, string inEffect, point inTarget); <br />native void UnitCreateEffectUnit (unit inUnit, string inEffect, unit inTarget); <br />native int UnitValidateEffectPoint (unit inUnit, string inEffect, point inTarget); <br />native int UnitValidateEffectUnit (unit inUnit, string inEffect, unit inTarget); <br /> <br />native void UnitDamage (unit inAttacker, string inEffect, unit inVictim, fixed inBonus); <br />
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