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const int c_invalidConversationId = 0;const int c_invalidReplyId = 0;const int c_conversationReplyStateUnread = 0;const int c_conversationReplyStateRead = 1;const int c_conversationReplyStateOld = 2;native int ConversationCreate (bool visible);native int ConversationLastCreated ();native void ConversationDestroy (int intId);native void ConversationDestroyAll ();native void ConversationShow (int intId, playergroup to, bool visible);native bool ConversationVisible (int intId, int player);native int ConversationReplyCreate (int intId, text inText);native int ConversationReplyLastCreated ();native void ConversationReplyDestroy (int intId, int replyId);native void ConversationReplyDestroyAll (int intId);native void ConversationReplySetText (int intId, int replyId, text inText);native text ConversationReplyGetText (int intId, int replyId);
native point Point (fixed x, fixed y);native point PointWithOffset (point p, fixed x, fixed y);native point PointWithOffsetPolar (point p, fixed distance, fixed angle);native point PointFromId (int id);native fixed PointGetX (point p);native fixed PointGetY (point p);native void PointSet (point p1, point p2);native fixed PointGetFacing (point p);native void PointSetFacing (point p, fixed inFacing);native fixed PointGetHeight (point p);native void PointSetHeight (point p, fixed inHeight);native bool PointsInRange (point p1, point p2, fixed range);native fixed AngleBetweenPoints (point p1, point p2);native fixed DistanceBetweenPoints (point p1, point p2);native int PointPathingCost (point p1, point p2);native fixed PointPathingCliffLevel (point p);native bool PointPathingPassable (point p);native bool PointPathingIsConnected (point p1, point p2);native point PointReflect (point source, point dest, fixed angle);
native fixed SquareRoot (fixed x);native fixed Pow (fixed x, fixed power);native fixed ModF (fixed x, fixed m);native fixed MinF (fixed x1, fixed x2);native fixed MaxF (fixed x1, fixed x2);native fixed AbsF (fixed x);native int ModI (int x, int m);native int MinI (int x1, int x2);native int MaxI (int x1, int x2);native int AbsI (int x);// Trigonometry// Note: All angles are in degreesnative fixed Sin (fixed degrees);native fixed Cos (fixed degrees);native fixed Tan (fixed degrees);native fixed ASin (fixed x);native fixed ACos (fixed x);native fixed ATan (fixed x);native fixed ATan2 (fixed y, fixed x);
native region RegionEmpty ();native region RegionEntireMap ();native region RegionPlayableMap ();native void RegionPlayableMapSet (region r);native region RegionRect (fixed minx, fixed miny, fixed maxx, fixed maxy);native region RegionCircle (point center, fixed radius);native region RegionFromId (int id);native void RegionAddRect (region r, bool positive, fixed minx, fixed miny, fixed maxx, fixed maxy);native void RegionAddCircle (region r, bool positive, point center, fixed radius);native void RegionAddRegion (region r, region regToAdd);native void RegionSetOffset (region r, point offset);native point RegionGetOffset (region r);native bool RegionContainsPoint (region r, point p);// RegionRandomPoint attempts to find a random point somewhere within the region. For regions// containing only a single positive shape, this is guaranteed to work, but for more complex// sets of shapes it may give up after a maximum number of tries and return (0, 0).//native point RegionRandomPoint (region r);native point RegionGetBoundsMin (region r);native point RegionGetBoundsMax (region r);native point RegionGetCenter (region r);// Setting the center will adjust the offset such that// the region becomes centered on the given point.//native void RegionSetCenter (region r, point p);// RegionAttachToUnit will attach the region to the given unit such that the region center// is always at the unit's position plus the given offset. Use a null unit to detach the region// from whatever unit it may already be attached to.//native void RegionAttachToUnit (region r, unit u, point offset);native unit RegionGetAttachUnit (region r);