找回密码
 点一下
查看: 1404|回复: 2

2.0.4 新增/移除galaxy native列表

[复制链接]
发表于 2013-2-21 15:16:22 | 显示全部楼层 |阅读模式
本帖最后由 thewisp 于 2013-2-21 16:16 编辑

没有找到对应的native声明,大概natives.galaxy尚未更新。
其实大多数已经更新了,只是个别函数没加进去。

void AISetStockArmyDefaultScale(int a0, fixed a1);
void AISetStockArmyOverride(int a0, string a1, int a2, string a3);
void AIAddToStockArmy(int a0, string a1, int a2);
void AIScaleCurrentStockArmy(int a0, fixed a1, int a2, int a3);
int AIPathDistToNearestKnownEnemyStructure(int a0, point a1, bool a2);
int AIPathDistToNearestFriendlyStructure(int a0, point a1, bool a2);
bool AICanPathToAnyKnownEnemyStructure(int a0, point a1, bool a2);
int AINumEnemyBuildings(int a0);
void AIAddAirDanger(int a0, string a1);
bool AIDefaultSuspectAirDanger(int a0);
int AIGetNumTeams();
int AIGetSelfRaceVal(int a0);
int AIGetNumWorkers(int a0);
int AIGetNumDropoffs(int a0);
int AIGetNumEstablishedTowns(int a0);
bool AIHasNearbyAlliedAttackers(int a0, point a1, fixed a2);
bool AIHasNearbyAlliedDetector(int a0, point a1, fixed a2, fixed a3);
void AISetCoopFlag(int a0, int a1, bool a2);
bool AIGetCoopFlag(int a0, int a1);
point AIGetBuildingPlacement(int a0, point a1, string a2, int a3);
int AIGetInternalTrainQueueCount(int a0);
int AIGetInternalBuildQueueCount(int a0);
int AIGetInternalResearchQueueCount(int a0);
void AISetDefaultArmyUnit(int a0, string a1);
void AIForceTrainingDelay(int a0, int a1, int a2, int a3);
point AISelfReinforceDropPoint(int a0);
void AIForceTacticalDelay(int a0, int a1);
void AISetSpawnerTargettingDelay(int a0, string a1, int a2);
void AITransportDisableAutoPickup(int a0);
void AISetDefenseRadii(int a0, fixed a1, fixed a2, fixed a3);
unit AIWaveCurrentLeader(wave a0);
wavetarget AIWaveTargetMeleeBeacon(int a0);
wavetarget AIWaveTargetGatherMelee(int a0);
int AIEvalAllSelf(int a0);
void AIDefaultMeleeSplitArmyToDefend(int a0, wave a1, int a2);

bool AchievementsDisabled(int a0);

void BankReload(bank a0);
void BankWait(bank a0);
void BankSectionCreate(bank a0, string a1);

int BattleReportGetDialogControl();

//移除的native
//void BattleReportSetWorldText(int a0, text a1);
//void BattleReportSetObjectiveTitle(int a0, text a1);
//void BattleReportSetObjectiveText(int a0, text a1);
//void BattleReportSetAchievementTitle(int a0, text a1);

int BattleReportGetState(int a0);
int BattleReportGetPriority(int a0);
text BattleReportGetButtonText(int a0);
string BattleReportGetButtonImage(int a0);
text BattleReportGetMissionText(int a0);
text BattleReportGetResearchTitle(int a0);
text BattleReportGetResearchText(int a0);
text BattleReportGetBonusTitle(int a0);
text BattleReportGetBonusText(int a0);
text BattleReportGetBestTimeText(int a0);
string BattleReportGetMissionImage(int a0);
bool BattleReportGetDifficultyLevelCompleted(int a0, int a1);
text BattleReportGetDifficultyLevelBestTimeText(int a0, int a1);
text BattleReportGetSceneText(int a0);
string BattleReportGetSceneImage(int a0);
bool BattleReportGetShownInMissionTotal(int a0);

void BoardSetAnchor(int a0, int a1, int a2, int a3);

void CampaignProgressDeleteCampaignSave(playergroup a0);
void CampaignProgressEnableCampaignSaves(playergroup a0, bool a1);
void CampaignProgressEnableCampaignCompletedSaves(playergroup a0, bool a1);

void CutsceneAddGlobalFilter(string a0);
void CutsceneAddFilter(int a0, string a1);
void CutsceneRemoveGlobalFilter(string a0);
void CutsceneRemoveFilter(int a0, string a1);
void CutsceneClearGlobalFilters();
void CutsceneClearFilters(int a0);
int CutsceneGetTriggerControl(int a0);

void DialogControlClearSelectedItem(int a0, playergroup a1);
int EventDialogControlMouseButton();

int PathingType(point a0);

bool GameIsOnline();

void GameSetQuitOnQuitButton(bool a0);

void TriggerAddEventLoadGameDone(trigger a0);

void HelpPanelSetHelpItemDarkenedWhenViewed(int a0, bool a1);

int ObjectiveGetPriority(int a0);
void ObjectiveSetFirst(int a0);
void ObjectiveSetLast(int a0);
void ObjectiveSetAfter(int a0, int a1);
void ObjectiveSetBefore(int a0, int a1);

void PathSetAbilClassFilter(int a0, int a1, int a2);

void PingSetUseUnitTeamColor(int a0, bool a1);
void PingSetUseUnitVisibility(int a0, bool a1);

int PlayerAIBuildNumber(int a0);
void PlayerOptionOverride(int a0, string a1, string a2);

bool PlayerHasAccessTo(int a0, string a1);

//移除的native
//text PlayerBeaconGetAllyText(int a0, int a1);
//void PlayerBeaconSetCustomBuildCount(int a0, int a1);

void PlayerBeaconBuildMenuSetSlotInfo(int a0, int a1, int a2, text a3, text a4, text a5);
void PlayerBeaconBuildMenuDisableSlotInfo(int a0, int a1, int a2, bool a3);
void PlayerBeaconBuildMenuClearSlotInfo(int a0, int a1, int a2);
void PlayerBeaconBuildMenuCurrentSet(int a0, int a1, int a2);
int PlayerBeaconBuildMenuCurrentGet(int a0, int a1);
bool PlayerBeaconBuildMenuWasFromPlayer(int a0, int a1);

point PointFromName(string a0);

region RegionFromName(string a0);

void SoundChannelDSPInsert(playergroup a0, int a1, string a2);
void SoundChannelDSPRemove(playergroup a0, int a1, string a2);
void SoundtrackStopCurrent(playergroup a0, int a1, bool a2);

void StoryCreatePlanetPanel();

void TechTreeSpecificRequirementEnable(int a0, string a1, bool a2);
bool TechTreeSpecificRequirementEnabled(int a0, string a1);

void TimerWindowSetAnchor(int a0, int a1, int a2, int a3);

void TimerWindowSetFixedHeight(int a0, int a1);
void TimerWindowShowBorder(int a0, bool a1);
void TimerWindowShowProgressBar(int a0, bool a1);
void TimerWindowSetProgressColor(int a0, color a1, int a2);
void TimerWindowSetImageType(int a0, int a1, int a2);

void UnitShowKillDisplay(unit a0, int a1);

void UnitSetInfoText2(unit a0, text a1);
void UnitSetInfoTip(unit a0, text a1);
void UnitSetInfoSubTip(unit a0, text a1);

unit UnitMagazineLastCreated();
unitgroup UnitMagazineLastCreatedGroup();

void UnitInventoryContainerOpen(playergroup a0, unit a1, int a2, bool a3);

point UnitTypePlacementTestsFromPoint(string a0, int a1, point a2, fixed a3, int a4);
point UnitTypePlacementTestsFromUnit(string a0, int a1, unit a2, fixed a3, int a4);

void TriggerAddEventUnitStartedAttack2(trigger a0, unitref a1, string a2);
void TriggerAddEventUnitAttacked2(trigger a0, unitref a1, string a2);

string EventUnitGetWeapon();
unit EventUnitGetItem();
string EventUnitGetItemType();

fixed EventUnitDamageAbsorbed();

void TriggerAddEventUnitAbilityAutoCastChange(trigger a0, unitref a1, abilcmd a2, int a3, bool a4);

int UnitCountAlliance(int a0, int a1, region a2, unitfilter a3, int a4);
int UnitCount(string a0, int a1, region a2, unitfilter a3, int a4);

void UISetMinimumLetterboxHeight(int a0);
void UISetAchievementToastStyle(playergroup a0, int a1);

void TriggerAddEventTargetModeUpdate(trigger a0, int a1, abilcmd a2, int a3);

abilcmd EventTargetModeAbilCmd();
int EventTargetModeState();

bool VisIsVisibleForPlayer(int a0, point a1);
发表于 2013-2-21 15:21:51 | 显示全部楼层
哇,thewisp!
回复

使用道具 举报

 楼主| 发表于 2013-2-21 16:10:14 | 显示全部楼层
libNtve_gf_SetDialogItemAllowedMouseButtons
自定义按钮终于支持右键了!
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 点一下

本版积分规则

Archiver|移动端|小黑屋|地精研究院

GMT+8, 2024-11-24 23:11 , Processed in 0.328775 second(s), 24 queries .

Powered by Discuz! X3.5

© 2001-2023 Discuz! Team.

快速回复 返回顶部 返回列表