float CAICallback::GetUnitExperience(int unitId) { verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit != nullptr) return unit->experience; return -1.0f; }
int CAICallback::GetUnitAllyTeam(int unitId) { verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit != nullptr) return unit->allyteam; return -1; }
bool CAICallback::IsUnitNeutral(int unitId) { bool isNeutral = false; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { isNeutral = unit->IsNeutral(); } return isNeutral; }
bool CAICallback::IsUnitParalyzed(int unitId) { bool isParalyzed = false; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { isParalyzed = unit->IsStunned(); } return isParalyzed; }
bool CAICallback::IsUnitCloaked(int unitId) { bool isCloaked = false; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { isCloaked = unit->isCloaked; } return isCloaked; }
int CAICallback::GetBuildingFacing(int unitId) { int buildFacing = -1; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { buildFacing = unit->buildFacing; } return buildFacing; }
float CAICallback::GetUnitExperience(int unitId) { float experience = -1; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { experience = unit->experience; } return experience; }
int CAICallback::GetUnitAllyTeam(int unitId) { int unitAllyTeam = -1; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { unitAllyTeam = unit->allyteam; } return unitAllyTeam; }
bool CAICallback::UnitBeingBuilt(int unitId) { bool beingBuilt = false; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { beingBuilt = unit->beingBuilt; } return beingBuilt; }
bool CAICallback::IsUnitActivated(int unitId) { bool activated = false; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { activated = unit->activated; } return activated; }
bool CAICallback::GetUnitResourceInfo(int unitId, UnitResourceInfo* unitResInf) { bool fetchOk = false; verify(); const CUnit* unit = GetInLosUnit(unitId); if (unit) { unitResInf->energyMake = unit->energyMake; unitResInf->energyUse = unit->energyUse; unitResInf->metalMake = unit->metalMake; unitResInf->metalUse = unit->metalUse; fetchOk = true; } return fetchOk; }