9 void import(
enum modules);
11 bool include(
class std::basic_string<
char,
struct std::char_traits<char>,
class std::allocator<char> >);
26 void ZOOM_TO(
long,
long,
short);
94 long ATTACK(
signed char,
signed char,
long,
long,
long,
long,
long,
long,
long,
long,
long,
long,
signed char,
signed char);
122 long NAV_CHECK(
long,
long,
long,
long,
long);
129 void BOAT_PATROL(
long,
long,
long,
long,
long,
long,
long);
181 #define INT_GAME_TURN (0) 182 #define INT_MY_NUM_PEOPLE (1) 183 #define INT_BLUE_PEOPLE (2) 184 #define INT_RED_PEOPLE (3) 185 #define INT_YELLOW_PEOPLE (4) 186 #define INT_GREEN_PEOPLE (5) 187 #define INT_MY_NUM_KILLED_BY_HUMAN (6) 188 #define INT_RED_KILLED_BY_HUMAN (7) 189 #define INT_YELLOW_KILLED_BY_HUMAN (8) 190 #define INT_GREEN_KILLED_BY_HUMAN (9) 191 #define INT_WILD_PEOPLE (10) 192 #define INT_BLUE_MANA (11) 193 #define INT_RED_MANA (12) 194 #define INT_YELLOW_MANA (13) 195 #define INT_GREEN_MANA (14) 196 #define ATTR_EXPANSION (0) 197 #define ATTR_PREF_SPY_TRAINS (1) 198 #define ATTR_PREF_RELIGIOUS_TRAINS (2) 199 #define ATTR_PREF_WARRIOR_TRAINS (3) 200 #define ATTR_PREF_SUPER_WARRIOR_TRAINS (4) 201 #define ATTR_PREF_SPY_PEOPLE (5) 202 #define ATTR_PREF_RELIGIOUS_PEOPLE (6) 203 #define ATTR_PREF_WARRIOR_PEOPLE (7) 204 #define ATTR_PREF_SUPER_WARRIOR_PEOPLE (8) 205 #define ATTR_MAX_BUILDINGS_ON_GO (9) 206 #define ATTR_HOUSE_PERCENTAGE (10) 207 #define ATTR_AWAY_BRAVE (11) 208 #define ATTR_AWAY_WARRIOR (12) 209 #define ATTR_AWAY_RELIGIOUS (13) 210 #define ATTR_DEFENSE_RAD_INCR (14) 211 #define ATTR_MAX_DEFENSIVE_ACTIONS (15) 212 #define ATTR_AWAY_SPY (16) 213 #define ATTR_AWAY_SUPER_WARRIOR (17) 214 #define ATTR_ATTACK_PERCENTAGE (18) 215 #define ATTR_AWAY_MEDICINE_MAN (19) 216 #define ATTR_PEOPLE_PER_BOAT (20) 217 #define ATTR_PEOPLE_PER_BALLOON (21) 218 #define ATTR_DONT_USE_BOATS (22) 219 #define ATTR_MAX_SPY_ATTACKS (23) 220 #define ATTR_ENEMY_SPY_MAX_STAND (24) 221 #define ATTR_MAX_ATTACKS (25) 222 #define ATTR_EMPTY_AT_WAYPOINT (26) 223 #define ATTR_SPY_CHECK_FREQUENCY (27) 224 #define ATTR_RETREAT_VALUE (28) 225 #define ATTR_BASE_UNDER_ATTACK_RETREAT (29) 226 #define ATTR_RANDOM_BUILD_SIDE (30) 227 #define ATTR_USE_PREACHER_FOR_DEFENCE (31) 228 #define ATTR_SHAMEN_BLAST (32) 229 #define ATTR_MAX_TRAIN_AT_ONCE (33) 230 #define ATTR_GROUP_OPTION (34) 231 #define ATTR_PREF_BOAT_HUTS (35) 232 #define ATTR_PREF_BALLOON_HUTS (36) 233 #define ATTR_PREF_BOAT_DRIVERS (37) 234 #define ATTR_PREF_BALLOON_DRIVERS (38) 235 #define ATTR_FIGHT_STOP_DISTANCE (39) 236 #define ATTR_SPY_DISCOVER_CHANCE (40) 237 #define ATTR_COUNT_PREACH_DAMAGE (41) 238 #define ATTR_DONT_GROUP_AT_DT (42) 239 #define ATTR_SPELL_DELAY (43) 240 #define ATTR_DONT_DELETE_USELESS_BOAT_HOUSE (44) 241 #define ATTR_BOAT_HOUSE_BROKEN (45) 242 #define ATTR_DONT_AUTO_TRAIN_PREACHERS (46) 243 #define ATTR_SPARE_6 (47) 244 #define INT_MY_MANA (48+(1000)) 245 #define INT_M_SPELL_BURN_COST (49+(1000)) 246 #define INT_M_SPELL_BLAST_COST (50+(1000)) 247 #define INT_M_SPELL_LIGHTNING_BOLT_COST (51+(1000)) 248 #define INT_M_SPELL_WHIRLWIND_COST (52+(1000)) 249 #define INT_M_SPELL_INSECT_PLAGUE_COST (53+(1000)) 250 #define INT_M_SPELL_INVISIBILITY_COST (54+(1000)) 251 #define INT_M_SPELL_HYPNOTISM_COST (55+(1000)) 252 #define INT_M_SPELL_FIRESTORM_COST (56+(1000)) 253 #define INT_M_SPELL_GHOST_ARMY_COST (57+(1000)) 254 #define INT_M_SPELL_EROSION_COST (58+(1000)) 255 #define INT_M_SPELL_SWAMP_COST (59+(1000)) 256 #define INT_M_SPELL_LAND_BRIDGE_COST (60+(1000)) 257 #define INT_M_SPELL_ANGEL_OF_DEATH_COST (61+(1000)) 258 #define INT_M_SPELL_EARTHQUAKE_COST (62+(1000)) 259 #define INT_M_SPELL_FLATTEN_COST (63+(1000)) 260 #define INT_M_SPELL_VOLCANO_COST (64+(1000)) 261 #define INT_M_SPELL_WRATH_OF_GOD_COST (65+(1000)) 262 #define INT_M_BUILDING_TEPEE (66+(1000)) 263 #define INT_M_BUILDING_HUT (67+(1000)) 264 #define INT_M_BUILDING_FARM (68+(1000)) 265 #define INT_M_BUILDING_DRUM_TOWER (69+(1000)) 266 #define INT_M_BUILDING_TEMPLE (70+(1000)) 267 #define INT_M_BUILDING_SPY_TRAIN (71+(1000)) 268 #define INT_M_BUILDING_WARRIOR_TRAIN (72+(1000)) 269 #define INT_M_BUILDING_SUPER_TRAIN (73+(1000)) 270 #define INT_M_BUILDING_RECONVERSION (74+(1000)) 271 #define INT_M_BUILDING_WALL_PIECE (75+(1000)) 272 #define INT_M_BUILDING_GATE (76+(1000)) 273 #define INT_M_BUILDING_CURR_OE_SLOT (77+(1000)) 274 #define INT_M_BUILDING_BOAT_HUT_1 (78+(1000)) 275 #define INT_M_BUILDING_BOAT_HUT_2 (79+(1000)) 276 #define INT_M_BUILDING_AIRSHIP_HUT_1 (80+(1000)) 277 #define INT_M_BUILDING_AIRSHIP_HUT_2 (81+(1000)) 278 #define INT_B_BUILDING_TEPEE (82+(1000)) 279 #define INT_B_BUILDING_HUT (83+(1000)) 280 #define INT_B_BUILDING_FARM (84+(1000)) 281 #define INT_B_BUILDING_DRUM_TOWER (85+(1000)) 282 #define INT_B_BUILDING_TEMPLE (86+(1000)) 283 #define INT_B_BUILDING_SPY_TRAIN (87+(1000)) 284 #define INT_B_BUILDING_WARRIOR_TRAIN (88+(1000)) 285 #define INT_B_BUILDING_SUPER_TRAIN (89+(1000)) 286 #define INT_B_BUILDING_RECONVERSION (90+(1000)) 287 #define INT_B_BUILDING_WALL_PIECE (91+(1000)) 288 #define INT_B_BUILDING_GATE (92+(1000)) 289 #define INT_B_BUILDING_CURR_OE_SLOT (93+(1000)) 290 #define INT_B_BUILDING_BOAT_HUT_1 (94+(1000)) 291 #define INT_B_BUILDING_BOAT_HUT_2 (95+(1000)) 292 #define INT_B_BUILDING_AIRSHIP_HUT_1 (96+(1000)) 293 #define INT_B_BUILDING_AIRSHIP_HUT_2 (97+(1000)) 294 #define INT_R_BUILDING_TEPEE (98+(1000)) 295 #define INT_R_BUILDING_HUT (99+(1000)) 296 #define INT_R_BUILDING_FARM (100+(1000)) 297 #define INT_R_BUILDING_DRUM_TOWER (101+(1000)) 298 #define INT_R_BUILDING_TEMPLE (102+(1000)) 299 #define INT_R_BUILDING_SPY_TRAIN (103+(1000)) 300 #define INT_R_BUILDING_WARRIOR_TRAIN (104+(1000)) 301 #define INT_R_BUILDING_SUPER_TRAIN (105+(1000)) 302 #define INT_R_BUILDING_RECONVERSION (106+(1000)) 303 #define INT_R_BUILDING_WALL_PIECE (107+(1000)) 304 #define INT_R_BUILDING_GATE (108+(1000)) 305 #define INT_R_BUILDING_CURR_OE_SLOT (109+(1000)) 306 #define INT_R_BUILDING_BOAT_HUT_1 (110+(1000)) 307 #define INT_R_BUILDING_BOAT_HUT_2 (111+(1000)) 308 #define INT_R_BUILDING_AIRSHIP_HUT_1 (112+(1000)) 309 #define INT_R_BUILDING_AIRSHIP_HUT_2 (113+(1000)) 310 #define INT_Y_BUILDING_TEPEE (114+(1000)) 311 #define INT_Y_BUILDING_HUT (115+(1000)) 312 #define INT_Y_BUILDING_FARM (116+(1000)) 313 #define INT_Y_BUILDING_DRUM_TOWER (117+(1000)) 314 #define INT_Y_BUILDING_TEMPLE (118+(1000)) 315 #define INT_Y_BUILDING_SPY_TRAIN (119+(1000)) 316 #define INT_Y_BUILDING_WARRIOR_TRAIN (120+(1000)) 317 #define INT_Y_BUILDING_SUPER_TRAIN (121+(1000)) 318 #define INT_Y_BUILDING_RECONVERSION (122+(1000)) 319 #define INT_Y_BUILDING_WALL_PIECE (123+(1000)) 320 #define INT_Y_BUILDING_GATE (124+(1000)) 321 #define INT_Y_BUILDING_CURR_OE_SLOT (125+(1000)) 322 #define INT_Y_BUILDING_BOAT_HUT_1 (126+(1000)) 323 #define INT_Y_BUILDING_BOAT_HUT_2 (127+(1000)) 324 #define INT_Y_BUILDING_AIRSHIP_HUT_1 (128+(1000)) 325 #define INT_Y_BUILDING_AIRSHIP_HUT_2 (129+(1000)) 326 #define INT_G_BUILDING_TEPEE (130+(1000)) 327 #define INT_G_BUILDING_HUT (131+(1000)) 328 #define INT_G_BUILDING_FARM (132+(1000)) 329 #define INT_G_BUILDING_DRUM_TOWER (133+(1000)) 330 #define INT_G_BUILDING_TEMPLE (134+(1000)) 331 #define INT_G_BUILDING_SPY_TRAIN (135+(1000)) 332 #define INT_G_BUILDING_WARRIOR_TRAIN (136+(1000)) 333 #define INT_G_BUILDING_SUPER_TRAIN (137+(1000)) 334 #define INT_G_BUILDING_RECONVERSION (138+(1000)) 335 #define INT_G_BUILDING_WALL_PIECE (139+(1000)) 336 #define INT_G_BUILDING_GATE (140+(1000)) 337 #define INT_G_BUILDING_CURR_OE_SLOT (141+(1000)) 338 #define INT_G_BUILDING_BOAT_HUT_1 (142+(1000)) 339 #define INT_G_BUILDING_BOAT_HUT_2 (143+(1000)) 340 #define INT_G_BUILDING_AIRSHIP_HUT_1 (144+(1000)) 341 #define INT_G_BUILDING_AIRSHIP_HUT_2 (145+(1000)) 342 #define INT_M_PERSON_BRAVE (146+(1000)) 343 #define INT_M_PERSON_WARRIOR (147+(1000)) 344 #define INT_M_PERSON_RELIGIOUS (148+(1000)) 345 #define INT_M_PERSON_SPY (149+(1000)) 346 #define INT_M_PERSON_SUPER_WARRIOR (150+(1000)) 347 #define INT_M_PERSON_MEDICINE_MAN (151+(1000)) 348 #define INT_B_PERSON_BRAVE (152+(1000)) 349 #define INT_B_PERSON_WARRIOR (153+(1000)) 350 #define INT_B_PERSON_RELIGIOUS (154+(1000)) 351 #define INT_B_PERSON_SPY (155+(1000)) 352 #define INT_B_PERSON_SUPER_WARRIOR (156+(1000)) 353 #define INT_B_PERSON_MEDICINE_MAN (157+(1000)) 354 #define INT_R_PERSON_BRAVE (158+(1000)) 355 #define INT_R_PERSON_WARRIOR (159+(1000)) 356 #define INT_R_PERSON_RELIGIOUS (160+(1000)) 357 #define INT_R_PERSON_SPY (161+(1000)) 358 #define INT_R_PERSON_SUPER_WARRIOR (162+(1000)) 359 #define INT_R_PERSON_MEDICINE_MAN (163+(1000)) 360 #define INT_Y_PERSON_BRAVE (164+(1000)) 361 #define INT_Y_PERSON_WARRIOR (165+(1000)) 362 #define INT_Y_PERSON_RELIGIOUS (166+(1000)) 363 #define INT_Y_PERSON_SPY (167+(1000)) 364 #define INT_Y_PERSON_SUPER_WARRIOR (168+(1000)) 365 #define INT_Y_PERSON_MEDICINE_MAN (169+(1000)) 366 #define INT_G_PERSON_BRAVE (170+(1000)) 367 #define INT_G_PERSON_WARRIOR (171+(1000)) 368 #define INT_G_PERSON_RELIGIOUS (172+(1000)) 369 #define INT_G_PERSON_SPY (173+(1000)) 370 #define INT_G_PERSON_SUPER_WARRIOR (174+(1000)) 371 #define INT_G_PERSON_MEDICINE_MAN (175+(1000)) 372 #define INT_BLUE_KILLED_BY_ME (176+(1000)) 373 #define INT_RED_KILLED_BY_ME (177+(1000)) 374 #define INT_YELLOW_KILLED_BY_ME (178+(1000)) 375 #define INT_GREEN_KILLED_BY_ME (179+(1000)) 376 #define INT_MY_NUM_KILLED_BY_BLUE (180+(1000)) 377 #define INT_MY_NUM_KILLED_BY_RED (181+(1000)) 378 #define INT_MY_NUM_KILLED_BY_YELLOW (182+(1000)) 379 #define INT_MY_NUM_KILLED_BY_GREEN (183+(1000)) 380 #define INT_BURN (184+(1000)) 381 #define INT_BLAST (185+(1000)) 382 #define INT_LIGHTNING_BOLT (186+(1000)) 383 #define INT_WHIRLWIND (187+(1000)) 384 #define INT_INSECT_PLAGUE (188+(1000)) 385 #define INT_INVISIBILITY (189+(1000)) 386 #define INT_HYPNOTISM (190+(1000)) 387 #define INT_FIRESTORM (191+(1000)) 388 #define INT_GHOST_ARMY (192+(1000)) 389 #define INT_EROSION (193+MAX_INT_OFFSET) 390 #define INT_SWAMP (194+(1000)) 391 #define INT_LAND_BRIDGE (195+(1000)) 392 #define INT_ANGEL_OF_DEATH (196+(1000)) 393 #define INT_EARTHQUAKE (197+MAX_INT_OFFSET) 394 #define INT_FLATTEN (198+(1000)) 395 #define INT_VOLCANO (199+(1000)) 396 #define INT_WRATH_OF_GOD (200+(1000)) 397 #define INT_BRAVE (201+(1000)) 398 #define INT_WARRIOR (202+(1000)) 399 #define INT_RELIGIOUS (203+(1000)) 400 #define INT_SPY (204+(1000)) 401 #define INT_SUPER_WARRIOR (205+(1000)) 402 #define INT_MEDICINE_MAN (206+(1000)) 403 #define INT_TEPEE (207+(1000)) 404 #define INT_HUT (208+(1000)) 405 #define INT_FARM (209+(1000)) 406 #define INT_DRUM_TOWER (210+(1000)) 407 #define INT_TEMPLE (211+(1000)) 408 #define INT_SPY_TRAIN (212+(1000)) 409 #define INT_WARRIOR_TRAIN (213+(1000)) 410 #define INT_SUPER_TRAIN (214+(1000)) 411 #define INT_RECONVERSION (215+(1000)) 412 #define INT_WALL_PIECE (216+(1000)) 413 #define INT_GATE (217+(1000)) 414 #define INT_BOAT_HUT_1 (218+(1000)) 415 #define INT_BOAT_HUT_2 (219+(1000)) 416 #define INT_AIRSHIP_HUT_1 (220+(1000)) 417 #define INT_AIRSHIP_HUT_2 (221+(1000)) 418 #define INT_NO_SPECIFIC_PERSON (222+(1000)) 419 #define INT_NO_SPECIFIC_BUILDING (223+(1000)) 420 #define INT_NO_SPECIFIC_SPELL (224+(1000)) 421 #define INT_TARGET_MEDICINE_MAN (225+(1000)) 422 #define INT_M_VEHICLE_BOAT_1 (226+(1000)) 423 #define INT_M_VEHICLE_AIRSHIP_1 (227+(1000)) 424 #define INT_B_VEHICLE_BOAT_1 (228+(1000)) 425 #define INT_B_VEHICLE_AIRSHIP_1 (229+(1000)) 426 #define INT_R_VEHICLE_BOAT_1 (230+(1000)) 427 #define INT_R_VEHICLE_AIRSHIP_1 (231+(1000)) 428 #define INT_Y_VEHICLE_BOAT_1 (232+(1000)) 429 #define INT_Y_VEHICLE_AIRSHIP_1 (233+(1000)) 430 #define INT_G_VEHICLE_BOAT_1 (234+(1000)) 431 #define INT_G_VEHICLE_AIRSHIP_1 (235+(1000)) 432 #define INT_CP_FREE_ENTRIES (236+(1000)) 433 #define INT_RANDOM_100 (237+(1000)) 434 #define INT_NUM_SHAMEN_DEFENDERS (238+(1000)) 435 #define INT_CAMERA_ANGLE (239+(1000)) 436 #define INT_CAMERA_X (240+(1000)) 437 #define INT_CAMERA_Z (241+(1000)) 438 #define INT_M_SPELL_SHIELD_COST (242+(1000)) 439 #define INT_SHIELD (243+(1000)) 440 #define INT_CONVERT (244+(1000)) 441 #define INT_TELEPORT (245+(1000)) 442 #define INT_BLOODLUST (246+(1000)) 443 #define ATTACK_MARKER (0) 444 #define ATTACK_BUILDING (1) 445 #define ATTACK_PERSON (2) 446 #define ATTACK_NORMAL (0) 447 #define ATTACK_BY_BOAT (1) 448 #define ATTACK_BY_BALLOON (2) 449 #define GUARD_NORMAL (0) 450 #define GUARD_WITH_GHOSTS (1) 451 #define CP_AT_TYPE_CONSTRUCT_BUILDING (0) 452 #define CP_AT_TYPE_FETCH_WOOD (1) 453 #define CP_AT_TYPE_MED_MAN_GET_WILD_PEEPS (2) 454 #define CP_AT_TYPE_HOUSE_A_PERSON (3) 455 #define CP_AT_TYPE_SEND_GHOSTS (4) 456 #define CP_AT_TYPE_BRING_NEW_PEOPLE_BACK (5) 457 #define CP_AT_TYPE_TRAIN_PEOPLE (6) 458 #define CP_AT_TYPE_POPULATE_DRUM_TOWER (7) 459 #define CP_AT_TYPE_DEFEND (8) 460 #define CP_AT_TYPE_DEFEND_BASE (9) 461 #define CP_AT_TYPE_SPELL_DEFENCE (10) 462 #define CP_AT_TYPE_PREACH (11) 463 #define CP_AT_TYPE_BUILD_WALLS (12) 464 #define CP_AT_TYPE_SABOTAGE (13) 465 #define CP_AT_TYPE_SPELL_OFFENSIVE (14) 466 #define CP_AT_TYPE_SUPER_DEFEND (15) 467 #define CP_AT_TYPE_BUILD_VEHICLE (16) 468 #define CP_AT_TYPE_FETCH_LOST_PEOPLE (17) 469 #define CP_AT_TYPE_FETCH_LOST_VEHICLE (18) 470 #define CP_AT_TYPE_FETCH_FAR_VEHICLE (19) 471 #define CP_AT_TYPE_AUTO_ATTACK (20) 472 #define CP_AT_TYPE_MED_MAN_DEFEND (21) 473 #define CP_AT_TYPE_FLATTEN_BASE (22) 474 #define CP_AT_TYPE_BUILD_OUTER_DEFENCES (23) 475 #define CP_AT_TYPE_GUARD_AT_MARKER (24) 476 #define CP_AT_TYPE_SEND_ALL_TO_MARKER (25) 477 #define CP_AT_TYPE_PRAY_AT_HEAD (26) 478 #define CP_AT_TYPE_BOAT_PATROL (27) 479 #define CP_AT_TYPE_DEFEND_SHAMEN (28) void SET_MSG_ZOOM_ON_LMB_OPEN_DLG()
void CAMERA_ROTATION(long, long)
void REMOVE_PLAYER_THING(long, long)
void SET_MSG_TIMEOUT(long)
short PLAYERS_ALL_BUILDING_OF_TYPE(long, long)
void DONT_TARGET_S_WARRIORS(long)
void MARKER_ENTRIES(long, long, long, long, long)
unsigned long HAS_HOUSE_INFO_BEEN_SHOWN(long)
short PLAYERS_VEHICLE_OF_TYPE(long, long)
bool I_HAVE_ONE_SHOT(long, long, long)
long IS_SHAMAN_IN_AREA(long, long, long)
long COUNT_PEOPLE_IN_MARKER(long, long, long, long)
void KILL_TEAM_IN_AREA(long, long, long)
void TRACK_SHAMAN_TO_ANGLE(long, long)
void CONVERT_AT_MARKER(long, long)
unsigned long OH_LOOK_PLAYER_HAS_JUST_KILLED_HIS_FIRST_GHOST(long)
void FORCE_TOOLTIP(long, long, long, long)
void SET_MSG_RETURN_ON_OK()
long NAV_CHECK(long, long, long, long, long)
void FLYBY_ALLOW_INTERRUPT(unsigned char)
void CLEAR_HOUSE_INFO_FLAG(long)
void SEND_SHAMEN_DEFENDERS_HOME(long)
void FLYBY_SET_EVENT_INT_POINT(long, long, long, long)
void TARGET_S_WARRIORS(long)
void BUILD_DRUM_TOWER(long, long, long)
void WRITE_CP_ATTRIB(int, int, unsigned char)
void PARTIAL_BUILDING_COUNT(long)
void SET_ATTACK_VARIABLE(long, long)
long GET_NUM_ONE_OFF_SPELLS(long, long)
void DONT_TARGET_DRUM_TOWERS(long)
void CLEAR_SHAMAN_LEFT_CLICK(long)
long NUM_SHAMEN_DEFENDERS(long)
void START_REINC_NOW(long)
unsigned short PLAYERS_KILLED_BY_PLAYER(long, long)
void PUT_PERSON_IN_DT(long, long, long, long)
void PRAY_AT_HEAD(long, long, long)
int HAS_PLAYER_BEEN_IN_ENCYC(long)
void FLYBY_SET_EVENT_POS(long, long, long, long)
void SEND_GHOST_PEOPLE(long, long)
void SET_BUCKET_COUNT_FOR_SPELL(long, long, long)
void DESELECT_ALL_PEOPLE(long)
bool HAS_TIMER_REACHED_ZERO()
long GET_NUM_PEOPLE_BEING_PREACHED(long)
void SHAMAN_DEFEND(long, long, long, long)
long COUNT_PEOPLE_IN_HOUSES(long)
void SET_SPECIAL_NO_BLDG_PANEL(long)
void CLEAR_GUARDING_FROM(long, long, long, long, long)
short PLAYERS_BUILDING_OF_TYPE(long, long)
void TARGET_DRUM_TOWERS(long)
long GET_NUM_PEOPLE(long)
long ATTACK(signed char, signed char, long, long, long, long, long, long, long, long, long, long, signed char, signed char)
void SET_BUILDING_DIRECTION(long, long)
short PLAYERS_PEOPLE_OF_TYPE(long, long)
void GIVE_PLAYER_SPELL(long, long)
void SET_MSG_AUTO_OPEN_DLG()
long GET_HEAD_TRIGGER_COUNT(long, long)
void DELAY_MAIN_DRUM_TOWER(long, long)
long IS_PRISON_ON_LEVEL()
void DONT_HOUSE_SPECIALISTS(long)
void SET_MARKER_ENTRY(long, long, long, long, long, long, long, long)
void SET_AUTO_BUILD(long)
void KILL_ALL_MSG_ID(long)
void FLYBY_SET_EVENT_ZOOM(long, long, long)
void SET_BUCKET_USAGE(long, long)
void SET_MSG_OPEN_DLG_ON_RMB_ZOOM()
void SET_SPELL_ENTRY(long, long, long, long, long, long, long)
void SET_BASE_RADIUS(long, long)
void CREATE_MSG_INFORMATION_ZOOM(long, long, long, long)
void SPELL_ATTACK(long, long, long, long)
void SET_DEFENCE_RADIUS(long, long)
void ZOOM_TO(long, long, short)
void ONLY_STAND_AT_MARKERS(long)
short GET_HEIGHT_AT_POS(long)
void GIVE_ONE_SHOT(long, long)
void SET_MSG_CREATE_RETURN_MSG_ON_RMB_ZOOM()
void TRAIN_PEOPLE_NOW(long, long, long)
void SEND_ALL_PEOPLE_TO_MARKER(long, long)
void SET_TIMER_GOING(long, long)
void SEND_PEOPLE_TO_MARKER(long, long)
void SET_BASE_MARKER(long, long)
long COUNT_GUARD_POSTS(long, long, long)
void FLYBY_SET_EVENT_TOOLTIP(long, long, long, long, long)
void SET_MSG_DELETE_ON_RMB_ZOOM()
long GET_NUM_PEOPLE_CONVERTED(long)
void FLYBY_SET_EVENT_ANGLE(long, long, long)
bool include(class std::basic_string< char, struct std::char_traits< char >, class std::allocator< char > >)
bool IS_PLAYER_IN_WORLD_VIEW()
void CHECK_IF_PERSON_PREACHED_TO(long, long, long, long)
void REMOVE_HEAD_AT_POS(long, long)
long IS_SHAMAN_AVAILABLE_FOR_ATTACK(long)
long IS_BUILDING_NEAR(long, long, long, long, long)
void SET_REINCARNATION(long, long)
void STATE_SET(long, long, long)
void FLYBY_SET_END_TARGET(long, long, long, long)
unsigned char READ_CP_ATTRIB(int, int)
void CREATE_MSG_OBJECTIVE(long)
void BOAT_PATROL(long, long, long, long, long, long, long)
void DELETE_SMOKE_STUFF(long, long, long)
void SET_WOOD_COLLECTION_RADII(long, long, long, long, long)
void DEFEND_SHAMEN(long, long)
void STOP_CAMERA_ROTATION()
void FIX_WILD_IN_AREA(long, long, long)
int IS_SHAMAN_SELECTED(long)
void SET_MSG_OK_SAVE_EXIT_DLG()
void GUARD_BETWEEN_MARKERS(long, long, long, long, long, long, long, long)
long GET_NUM_OF_AVAILABLE_BOATS(long)
void SET_MSG_OPEN_DLG_ON_RMB_DELETE()
void CLEAR_STANDING_PEOPLE(long)
long COUNT_WITH_BUILD_COMMAND(long)
void FLYBY_OPEN_DIALOG(short, short)
void ENABLE_USER_INPUTS()
void TRACK_TO_MARKER(long)
void CREATE_MSG_NARRATIVE(long)
void EXTRA_WOOD_COLLECTION(long, long)
void GIVE_MANA_TO_PLAYER(long, long)
void TARGET_PLAYER_DT_AND_S(long, long)
void SET_DRUM_TOWER_POS(long, long, long)
void PREACH_AT_MARKER(long, long)
unsigned char GET_SPELLS_CAST(long, long)
void SET_MSG_DELETE_ON_OK()
void MOVE_SHAMAN_TO_MARKER(long, long)
void CLEAR_SHAMAN_RIGHT_CLICK(long)
void SET_MSG_ZOOM(long, long, long)
int IS_SHAMAN_ICON_LEFT_CLICKED(long)
void CREATE_MSG_INFORMATION(long)
void TRACK_SHAMAN_EXTRA_BOLLOCKS(long, long)
int IS_SHAMAN_ICON_RIGHT_CLICKED(long)
void RESET_BASE_MARKER(long)
void MARVELLOUS_HOUSE_DEATH(long)
void DISABLE_USER_INPUTS()
void GIVE_UP_AND_SULK(long, long)
void TRIGGER_LEVEL_LOST()
void SET_AUTO_HOUSE(long)