BWAPI
BWAPI::GameImpl Member List
This is the complete list of members for BWAPI::GameImpl, including all inherited members.
_changeRace(int slot, BWAPI::Race race)BWAPI::GameImpl
_currentPlayerId()BWAPI::GameImpl
_getLobbyRace(int slot)BWAPI::GameImpl
_getPlayer(int id)BWAPI::GameImpl
_isBattleNet()BWAPI::GameImpl
_isInGame() const BWAPI::GameImpl
_isReplay() const BWAPI::GameImpl
_isSinglePlayer() const BWAPI::GameImpl
_unitFromIndex(int index)BWAPI::GameImpl
_unitFromIndex(int index)BWAPI::GameImpl
addToCommandBuffer(Command *command)BWAPI::GameImpl
addToCommandOptimizer(UnitCommand command)BWAPI::GameImpl
addUnitCommand(BWAPIC::UnitCommand &c)BWAPI::GameImpl
allies()BWAPI::GameImpl [virtual]
allies()BWAPI::GameImpl [virtual]
autoMapIterationBWAPI::GameImpl
autoMapPoolBWAPI::GameImpl
autoMapTryCountBWAPI::GameImpl
autoMenuGameNameBWAPI::GameImpl
autoMenuMapPathBWAPI::GameImpl
autoMenuModeBWAPI::GameImpl
bulletCountBWAPI::GameImpl
BWAPIPlayerBWAPI::GameImpl
canBuildHere(const Unit *builder, TilePosition position, UnitType type, bool checkExplored=false)BWAPI::GameImpl [virtual]
canBuildHere(const Unit *builder, TilePosition position, UnitType type, bool checkExplored=false)BWAPI::GameImpl [virtual]
canMake(const Unit *builder, UnitType type)BWAPI::GameImpl [virtual]
canMake(const Unit *builder, UnitType type)BWAPI::GameImpl [virtual]
canResearch(const Unit *unit, TechType type)BWAPI::GameImpl [virtual]
canResearch(const Unit *unit, TechType type)BWAPI::GameImpl [virtual]
canUpgrade(const Unit *unit, UpgradeType type)BWAPI::GameImpl [virtual]
canUpgrade(const Unit *unit, UpgradeType type)BWAPI::GameImpl [virtual]
changeRace(BWAPI::Race race)BWAPI::GameImpl [virtual]
changeRace(BWAPI::Race race)BWAPI::GameImpl [virtual]
changeSlot(BW::Orders::ChangeSlot::Slot slot, u8 slotID)BWAPI::GameImpl
chooseNewRandomMap()BWAPI::GameImpl
clientBWAPI::GameImpl
commandOptimizerLevelBWAPI::GameImpl
copyMapToSharedMemory()BWAPI::GameImpl
countdownTimer() const BWAPI::GameImpl [virtual]
countdownTimer() const BWAPI::GameImpl [virtual]
dataBWAPI::GameImpl
drawBox(int ctype, int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBox(int ctype, int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxMap(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxMap(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxMouse(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxMouse(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxScreen(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawBoxScreen(int left, int top, int right, int bottom, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircle(int ctype, int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircle(int ctype, int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleMap(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleMap(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleMouse(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleMouse(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleScreen(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawCircleScreen(int x, int y, int radius, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawDot(int ctype, int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDot(int ctype, int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotMap(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotMap(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotMouse(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotMouse(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotScreen(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawDotScreen(int x, int y, Color color)BWAPI::GameImpl [virtual]
drawEllipse(int ctype, int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipse(int ctype, int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseMap(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseMap(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseMouse(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseMouse(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseScreen(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawEllipseScreen(int x, int y, int xrad, int yrad, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawLine(int ctype, int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLine(int ctype, int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineMap(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineMap(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineMouse(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineMouse(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineScreen(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawLineScreen(int x1, int y1, int x2, int y2, Color color)BWAPI::GameImpl [virtual]
drawShapes()BWAPI::GameImpl
drawText(int ctype, int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawText(int ctype, int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextMap(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextMap(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextMouse(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextMouse(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextScreen(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTextScreen(int x, int y, const char *format,...)BWAPI::GameImpl [virtual]
drawTriangle(int ctype, int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangle(int ctype, int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleMap(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleMap(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleMouse(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleMouse(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleScreen(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
drawTriangleScreen(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false)BWAPI::GameImpl [virtual]
droppedPlayersBWAPI::GameImpl
dropPlayers()BWAPI::GameImpl
elapsedTime() const BWAPI::GameImpl [virtual]
elapsedTime() const BWAPI::GameImpl [virtual]
enabledBWAPI::GameImpl
enableFlag(int flag)BWAPI::GameImpl [virtual]
enableFlag(int flag)BWAPI::GameImpl [virtual]
enemies()BWAPI::GameImpl [virtual]
enemies()BWAPI::GameImpl [virtual]
enemy()BWAPI::GameImpl [virtual]
enemy()BWAPI::GameImpl [virtual]
enemyPlayerBWAPI::GameImpl
eventsBWAPI::GameImpl
executeCommand(UnitCommand command, bool addCommandToLatComBuffer=true)BWAPI::GameImpl
frameCountBWAPI::GameImpl
GameImpl()BWAPI::GameImpl
GameImpl(GameData *data)BWAPI::GameImpl
getAllRegions() const BWAPI::GameImpl [virtual]
getAllRegions() const BWAPI::GameImpl [virtual]
getAllUnits()BWAPI::GameImpl [virtual]
getAllUnits()BWAPI::GameImpl [virtual]
getAPM(bool includeSelects=false)BWAPI::GameImpl [virtual]
getAPM(bool includeSelects=false)BWAPI::GameImpl [virtual]
getAverageFPS()BWAPI::GameImpl [virtual]
getAverageFPS()BWAPI::GameImpl [virtual]
getBulletFromIndex(int index)BWAPI::GameImpl
getBullets()BWAPI::GameImpl [virtual]
getBullets()BWAPI::GameImpl [virtual]
getEvents()BWAPI::GameImpl [virtual]
getEvents()BWAPI::GameImpl [virtual]
getForce(int forceID)BWAPI::GameImpl [virtual]
getForce(int forceID)BWAPI::GameImpl [virtual]
getForces()BWAPI::GameImpl [virtual]
getForces()BWAPI::GameImpl [virtual]
getFPS()BWAPI::GameImpl [virtual]
getFPS()BWAPI::GameImpl [virtual]
getFrameCount()BWAPI::GameImpl [virtual]
getFrameCount()BWAPI::GameImpl [virtual]
getGameData() const BWAPI::GameImpl
getGameData() const BWAPI::GameImpl
getGameType()BWAPI::GameImpl [virtual]
getGameType()BWAPI::GameImpl [virtual]
getGeysers()BWAPI::GameImpl [virtual]
getGeysers()BWAPI::GameImpl [virtual]
getGroundHeight(int x, int y)BWAPI::GameImpl [virtual]
getGroundHeight(TilePosition position)BWAPI::GameImpl [virtual]
getGroundHeight(int x, int y)BWAPI::GameImpl [virtual]
getGroundHeight(TilePosition position)BWAPI::GameImpl [virtual]
getInstanceNumber()BWAPI::GameImpl [virtual]
getInstanceNumber()BWAPI::GameImpl [virtual]
getKeyState(Key key)BWAPI::GameImpl [virtual]
getKeyState(int key)BWAPI::GameImpl [virtual]
getKeyState(Key key)BWAPI::GameImpl [virtual]
getKeyState(int key)BWAPI::GameImpl [virtual]
getLastError() const BWAPI::GameImpl [virtual]
getLastError() const BWAPI::GameImpl [virtual]
getLastEventTime() const BWAPI::GameImpl [virtual]
getLastEventTime() const BWAPI::GameImpl [virtual]
getLatency()BWAPI::GameImpl [virtual]
getLatency()BWAPI::GameImpl [virtual]
getLatencyFrames()BWAPI::GameImpl [virtual]
getLatencyFrames()BWAPI::GameImpl [virtual]
getLatencyTime()BWAPI::GameImpl [virtual]
getLatencyTime()BWAPI::GameImpl [virtual]
getMinerals()BWAPI::GameImpl [virtual]
getMinerals()BWAPI::GameImpl [virtual]
getMousePosition()BWAPI::GameImpl [virtual]
getMousePosition()BWAPI::GameImpl [virtual]
getMouseState(MouseButton button)BWAPI::GameImpl [virtual]
getMouseState(int button)BWAPI::GameImpl [virtual]
getMouseState(MouseButton button)BWAPI::GameImpl [virtual]
getMouseState(int button)BWAPI::GameImpl [virtual]
getNeutralUnits()BWAPI::GameImpl [virtual]
getNeutralUnits()BWAPI::GameImpl [virtual]
getNukeDots()BWAPI::GameImpl [virtual]
getNukeDots()BWAPI::GameImpl [virtual]
getPlayer(int playerID)BWAPI::GameImpl [virtual]
getPlayer(int playerID)BWAPI::GameImpl [virtual]
getPlayers()BWAPI::GameImpl [virtual]
getPlayers()BWAPI::GameImpl [virtual]
getRegion(int regionID)BWAPI::GameImpl [virtual]
getRegion(int regionID)BWAPI::GameImpl [virtual]
getRegionAt(int x, int y) const BWAPI::GameImpl [virtual]
getRegionAt(BWAPI::Position position) const BWAPI::GameImpl [virtual]
getRegionAt(int x, int y) const BWAPI::GameImpl [virtual]
getRegionAt(BWAPI::Position position) const BWAPI::GameImpl [virtual]
getRemainingLatencyFrames()BWAPI::GameImpl [virtual]
getRemainingLatencyFrames()BWAPI::GameImpl [virtual]
getRemainingLatencyTime()BWAPI::GameImpl [virtual]
getRemainingLatencyTime()BWAPI::GameImpl [virtual]
getReplayFrameCount()BWAPI::GameImpl [virtual]
getReplayFrameCount()BWAPI::GameImpl [virtual]
getRevision()BWAPI::GameImpl [virtual]
getRevision()BWAPI::GameImpl [virtual]
getScreenBuffer()BWAPI::GameImpl [virtual]
getScreenBuffer()BWAPI::GameImpl [virtual]
getScreenPosition()BWAPI::GameImpl [virtual]
getScreenPosition()BWAPI::GameImpl [virtual]
getSelectedUnits()BWAPI::GameImpl [virtual]
getSelectedUnits()BWAPI::GameImpl [virtual]
getStartLocations()BWAPI::GameImpl [virtual]
getStartLocations()BWAPI::GameImpl [virtual]
getStaticGeysers()BWAPI::GameImpl [virtual]
getStaticGeysers()BWAPI::GameImpl [virtual]
getStaticMinerals()BWAPI::GameImpl [virtual]
getStaticMinerals()BWAPI::GameImpl [virtual]
getStaticNeutralUnits()BWAPI::GameImpl [virtual]
getStaticNeutralUnits()BWAPI::GameImpl [virtual]
getUnit(int unitID)BWAPI::GameImpl [virtual]
getUnit(int unitID)BWAPI::GameImpl [virtual]
getUnitFromIndex(int index)BWAPI::GameImpl
getUnitsInRadius(BWAPI::Position center, int radius) const BWAPI::GameImpl [virtual]
getUnitsInRadius(BWAPI::Position center, int radius) const BWAPI::GameImpl [virtual]
getUnitsInRectangle(int left, int top, int right, int bottom) const BWAPI::GameImpl [virtual]
getUnitsInRectangle(BWAPI::Position topLeft, BWAPI::Position bottomRight) const BWAPI::GameImpl [virtual]
getUnitsInRectangle(int left, int top, int right, int bottom) const BWAPI::GameImpl [virtual]
getUnitsInRectangle(BWAPI::Position topLeft, BWAPI::Position bottomRight) const BWAPI::GameImpl [virtual]
getUnitsOnTile(int x, int y)BWAPI::GameImpl [virtual]
getUnitsOnTile(int x, int y)BWAPI::GameImpl [virtual]
hAIModuleBWAPI::GameImpl
hasCreep(int x, int y)BWAPI::GameImpl [virtual]
hasCreep(TilePosition position)BWAPI::GameImpl [virtual]
hasCreep(int x, int y)BWAPI::GameImpl [virtual]
hasCreep(TilePosition position)BWAPI::GameImpl [virtual]
hasPath(Position source, Position destination) const BWAPI::GameImpl [virtual]
hasPath(Position source, Position destination) const BWAPI::GameImpl [virtual]
hasPower(int tileX, int tileY, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(TilePosition position, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(int tileX, int tileY, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(TilePosition position, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(int tileX, int tileY, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(TilePosition position, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(int tileX, int tileY, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPower(TilePosition position, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPowerPrecise(int x, int y, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPowerPrecise(Position position, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPowerPrecise(int x, int y, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hasPowerPrecise(Position position, UnitType unitType=UnitTypes::None) const BWAPI::GameImpl [virtual]
hTournamentModuleBWAPI::GameImpl
indexToUnit(int unitIndex)BWAPI::GameImpl [virtual]
indexToUnit(int unitIndex)BWAPI::GameImpl [virtual]
inScreen(int ctype, int x, int y)BWAPI::GameImpl
inScreen(int ctype, int x1, int y1, int x2, int y2)BWAPI::GameImpl
inScreen(int ctype, int x1, int y1, int x2, int y2, int x3, int y3)BWAPI::GameImpl
invalidIndicesBWAPI::GameImpl
isBattleNet()BWAPI::GameImpl [virtual]
isBattleNet()BWAPI::GameImpl [virtual]
isBuildable(int x, int y, bool includeBuildings=false)BWAPI::GameImpl [virtual]
isBuildable(TilePosition position, bool includeBuildings=false)BWAPI::GameImpl [virtual]
isBuildable(int x, int y, bool includeBuildings=false)BWAPI::GameImpl [virtual]
isBuildable(TilePosition position, bool includeBuildings=false)BWAPI::GameImpl [virtual]
isDebug()BWAPI::GameImpl [virtual]
isDebug()BWAPI::GameImpl [virtual]
isExplored(int x, int y)BWAPI::GameImpl [virtual]
isExplored(TilePosition position)BWAPI::GameImpl [virtual]
isExplored(int x, int y)BWAPI::GameImpl [virtual]
isExplored(TilePosition position)BWAPI::GameImpl [virtual]
isFlagEnabled(int flag)BWAPI::GameImpl [virtual]
isFlagEnabled(int flag)BWAPI::GameImpl [virtual]
isGUIEnabled()BWAPI::GameImpl [virtual]
isGUIEnabled()BWAPI::GameImpl [virtual]
isHostBWAPI::GameImpl
isInGame()BWAPI::GameImpl [virtual]
isInGame()BWAPI::GameImpl [virtual]
isLatComEnabled()BWAPI::GameImpl [virtual]
isLatComEnabled()BWAPI::GameImpl [virtual]
isMultiplayer()BWAPI::GameImpl [virtual]
isMultiplayer()BWAPI::GameImpl [virtual]
isPaused()BWAPI::GameImpl [virtual]
isPaused()BWAPI::GameImpl [virtual]
isReplay()BWAPI::GameImpl [virtual]
isReplay()BWAPI::GameImpl [virtual]
issueCommand(const std::set< BWAPI::Unit * > &units, UnitCommand command)BWAPI::GameImpl [virtual]
issueCommand(const std::set< BWAPI::Unit * > &units, UnitCommand command)BWAPI::GameImpl [virtual]
isTournamentCallBWAPI::GameImpl
isVisible(int x, int y)BWAPI::GameImpl [virtual]
isVisible(TilePosition position)BWAPI::GameImpl [virtual]
isVisible(int x, int y)BWAPI::GameImpl [virtual]
isVisible(TilePosition position)BWAPI::GameImpl [virtual]
isWalkable(int x, int y)BWAPI::GameImpl [virtual]
isWalkable(int x, int y)BWAPI::GameImpl [virtual]
lastAutoMapEntryBWAPI::GameImpl
lastAutoMapStringBWAPI::GameImpl
lastEvadedUnitsBWAPI::GameImpl
lastKnownRaceBeforeStartBWAPI::GameImpl
lastMapGenBWAPI::GameImpl
leaveGame()BWAPI::GameImpl [virtual]
leaveGame()BWAPI::GameImpl [virtual]
loadAutoMenuData()BWAPI::GameImpl
loadSelected()BWAPI::GameImpl
lockFlags()BWAPI::GameImpl
makeEvent(BWAPIC::Event e)BWAPI::GameImpl
mapFileName()BWAPI::GameImpl [virtual]
mapFileName()BWAPI::GameImpl [virtual]
mapHash()BWAPI::GameImpl [virtual]
mapHash()BWAPI::GameImpl [virtual]
mapHeight()BWAPI::GameImpl [virtual]
mapHeight()BWAPI::GameImpl [virtual]
mapName()BWAPI::GameImpl [virtual]
mapName()BWAPI::GameImpl [virtual]
mapPathName()BWAPI::GameImpl [virtual]
mapPathName()BWAPI::GameImpl [virtual]
mapWidth()BWAPI::GameImpl [virtual]
mapWidth()BWAPI::GameImpl [virtual]
mouseDown(int x, int y)BWAPI::GameImpl
mouseUp(int x, int y)BWAPI::GameImpl
moveToSelectedUnits()BWAPI::GameImpl
myDlgBWAPI::GameImpl
neutral()BWAPI::GameImpl [virtual]
neutral()BWAPI::GameImpl [virtual]
observers()BWAPI::GameImpl [virtual]
observers()BWAPI::GameImpl [virtual]
onGameEnd()BWAPI::GameImpl
onGameStart()BWAPI::GameImpl
onMatchEnd()BWAPI::GameImpl
onMatchFrame()BWAPI::GameImpl
onMatchStart()BWAPI::GameImpl
onMenuFrame()BWAPI::GameImpl
onReceiveText(int playerId, std::string text)BWAPI::GameImpl
onSaveGame(char *name)BWAPI::GameImpl
onSendText(const char *text)BWAPI::GameImpl
onStartCalledBWAPI::GameImpl
outOfGameBWAPI::GameImpl
parseText(const char *text)BWAPI::GameImpl
pauseGame()BWAPI::GameImpl [virtual]
pauseGame()BWAPI::GameImpl [virtual]
pingMinimap(int x, int y)BWAPI::GameImpl [virtual]
pingMinimap(BWAPI::Position p)BWAPI::GameImpl [virtual]
pingMinimap(int x, int y)BWAPI::GameImpl [virtual]
pingMinimap(BWAPI::Position p)BWAPI::GameImpl [virtual]
playersBWAPI::GameImpl
pressKey(int key)BWAPI::GameImpl
printf(const char *format,...)BWAPI::GameImpl [virtual]
printf(const char *format,...)BWAPI::GameImpl [virtual]
processEvents()BWAPI::GameImpl
refreshSelectionStates()BWAPI::GameImpl
restartGame()BWAPI::GameImpl [virtual]
restartGame()BWAPI::GameImpl [virtual]
resumeGame()BWAPI::GameImpl [virtual]
resumeGame()BWAPI::GameImpl [virtual]
savedUnitSelectionBWAPI::GameImpl
self()BWAPI::GameImpl [virtual]
self()BWAPI::GameImpl [virtual]
SendClientEvent(BWAPI::AIModule *module, Event &e)BWAPI::GameImpl [static]
sendText(const char *format,...)BWAPI::GameImpl [virtual]
sendText(const char *format,...)BWAPI::GameImpl [virtual]
sendTextEx(bool toAllies, const char *format,...)BWAPI::GameImpl [virtual]
sendTextEx(bool toAllies, const char *format,...)BWAPI::GameImpl [virtual]
sentMessagesBWAPI::GameImpl
serverBWAPI::GameImpl
setAlliance(BWAPI::Player *player, bool allied=true, bool alliedVictory=true)BWAPI::GameImpl [virtual]
setAlliance(BWAPI::Player *player, bool allied=true, bool alliedVictory=true)BWAPI::GameImpl [virtual]
setCommandOptimizationLevel(int level=2)BWAPI::GameImpl [virtual]
setCommandOptimizationLevel(int level=2)BWAPI::GameImpl [virtual]
setFrameSkip(int frameSkip=1)BWAPI::GameImpl [virtual]
setFrameSkip(int frameSkip=1)BWAPI::GameImpl [virtual]
setGUI(bool enabled=true)BWAPI::GameImpl [virtual]
setGUI(bool enabled=true)BWAPI::GameImpl [virtual]
setLastError(BWAPI::Error e)BWAPI::GameImpl [virtual]
setLastError(BWAPI::Error e)BWAPI::GameImpl [virtual]
setLatCom(bool isEnabled)BWAPI::GameImpl [virtual]
setLatCom(bool isEnabled)BWAPI::GameImpl [virtual]
setLocalSpeed(int speed=-1)BWAPI::GameImpl [virtual]
setLocalSpeed(int speed=-1)BWAPI::GameImpl [virtual]
setMap(const char *mapFileName)BWAPI::GameImpl [virtual]
setMap(const char *mapFileName)BWAPI::GameImpl [virtual]
setReplayVision(BWAPI::Player *player, bool enabled=true)BWAPI::GameImpl [virtual]
setReplayVision(BWAPI::Player *player, bool enabled=true)BWAPI::GameImpl [virtual]
setRevealAll(bool reveal=true)BWAPI::GameImpl [virtual]
setRevealAll(bool reveal=true)BWAPI::GameImpl [virtual]
setScreenPosition(int x, int y)BWAPI::GameImpl [virtual]
setScreenPosition(BWAPI::Position p)BWAPI::GameImpl [virtual]
setScreenPosition(int x, int y)BWAPI::GameImpl [virtual]
setScreenPosition(BWAPI::Position p)BWAPI::GameImpl [virtual]
setTextSize(int size=1)BWAPI::GameImpl [virtual]
setTextSize(int size=1)BWAPI::GameImpl [virtual]
setVision(BWAPI::Player *player, bool enabled=true)BWAPI::GameImpl [virtual]
setVision(BWAPI::Player *player, bool enabled=true)BWAPI::GameImpl [virtual]
startedClientBWAPI::GameImpl
startGame()BWAPI::GameImpl [virtual]
startGame()BWAPI::GameImpl [virtual]
stormIdToPlayerId(int dwStormId)BWAPI::GameImpl
tournamentAIBWAPI::GameImpl
unitArrayBWAPI::GameImpl
update()BWAPI::GameImpl
wantSelectionUpdateBWAPI::GameImpl
~Game()BWAPI::Game [inline, protected, virtual]
~GameImpl()BWAPI::GameImpl
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