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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);
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