112 lines
2.1 KiB
C
112 lines
2.1 KiB
C
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#pragma once
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namespace BWAPI
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{
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struct UnitData
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{
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int clearanceLevel;
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int id;
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int player;
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int type;
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int positionX;
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int positionY;
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double angle;
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double velocityX;
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double velocityY;
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int hitPoints;
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int lastHitPoints;
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int shields;
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int energy;
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int resources;
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int resourceGroup;
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int killCount;
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int acidSporeCount;
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int scarabCount;
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int spiderMineCount;
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int groundWeaponCooldown;
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int airWeaponCooldown;
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int spellCooldown;
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int defenseMatrixPoints;
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int defenseMatrixTimer;
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int ensnareTimer;
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int irradiateTimer;
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int lockdownTimer;
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int maelstromTimer;
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int orderTimer;
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int plagueTimer;
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int removeTimer;
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int stasisTimer;
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int stimTimer;
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int buildType;
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int trainingQueueCount;
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int trainingQueue[5];
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int tech;
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int upgrade;
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int remainingBuildTime;
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int remainingTrainTime;
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int remainingResearchTime;
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int remainingUpgradeTime;
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int buildUnit;
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int target;
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int targetPositionX;
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int targetPositionY;
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int order;
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int orderTarget;
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int orderTargetPositionX;
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int orderTargetPositionY;
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int secondaryOrder;
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int rallyPositionX;
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int rallyPositionY;
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int rallyUnit;
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int addon;
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int nydusExit;
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int powerUp;
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int transport;
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int carrier;
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int hatchery;
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bool exists;
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bool hasNuke;
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bool isAccelerating;
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bool isAttacking;
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bool isAttackFrame;
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bool isBeingGathered;
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bool isBlind;
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bool isBraking;
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bool isBurrowed;
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int carryResourceType;
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bool isCloaked;
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bool isCompleted;
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bool isConstructing;
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bool isDetected;
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bool isGathering;
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bool isHallucination;
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bool isIdle;
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bool isInterruptible;
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bool isInvincible;
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bool isLifted;
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bool isMorphing;
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bool isMoving;
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bool isParasited;
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bool isSelected;
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bool isStartingAttack;
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bool isStuck;
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bool isTraining;
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bool isUnderStorm;
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bool isUnderDarkSwarm;
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bool isUnderDWeb;
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bool isPowered;
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bool isVisible[9];
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int buttonset;
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int lastAttackerPlayer;
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bool recentlyAttacked;
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int replayID;
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};
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}
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