# AISetUserInt

FlagsNative

# Arguments

  • int — player
  • int — index
  • int — data

Returns — void

native void AISetUserInt(int player, int index, int data);

Category: Unclassified

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:210

    AIScout(player);

    AISetUserInt(player, c_numGroundStartLocs, AIGetGroundStartLocs(PlayerStartLocation(player)));
    AISetUserInt(player, c_numAirStartLocs, AIGetAirStartLocs(PlayerStartLocation(player)));
    AISetUserInt(player, c_delayNextAttack, 0);

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:211


    AISetUserInt(player, c_numGroundStartLocs, AIGetGroundStartLocs(PlayerStartLocation(player)));
    AISetUserInt(player, c_numAirStartLocs, AIGetAirStartLocs(PlayerStartLocation(player)));
    AISetUserInt(player, c_delayNextAttack, 0);

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:212

    AISetUserInt(player, c_numGroundStartLocs, AIGetGroundStartLocs(PlayerStartLocation(player)));
    AISetUserInt(player, c_numAirStartLocs, AIGetAirStartLocs(PlayerStartLocation(player)));
    AISetUserInt(player, c_delayNextAttack, 0);

    AISpecifiedHealers(player);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeAI.galaxy:488


void AIMeleeSharedInit (int player) {
    AISetUserInt(player, c_ldNumLateLoops, 0);
    AIAddDetectionDangerUnits(player);
    AIAddAirDangerUnits(player);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeAI.galaxy:496


    // clear all build variables and choose starting builds
    AISetUserInt(player, c_specificLobbyBuild, e_buildType_Invalid);
    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeAI.galaxy:497

    // clear all build variables and choose starting builds
    AISetUserInt(player, c_specificLobbyBuild, e_buildType_Invalid);
    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeAI.galaxy:498

    AISetUserInt(player, c_specificLobbyBuild, e_buildType_Invalid);
    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
    AIChooseNextOpeningBuild(player);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeAI.galaxy:499

    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
    AIChooseNextOpeningBuild(player);
    AIChooseNextLateGameBuild(player);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:200


    // clear all build variables first
    AISetUserInt(player, c_specificLobbyBuild, e_buildType_Invalid);
    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:201

    // clear all build variables first
    AISetUserInt(player, c_specificLobbyBuild, e_buildType_Invalid);
    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:202

    AISetUserInt(player, c_specificLobbyBuild, e_buildType_Invalid);
    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
    

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:203

    AISetUserInt(player, c_openingBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_lateGameBuildType, e_buildType_Invalid);
    AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
    
    // air map default logic

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:207

    // air map default logic
    if (AIGetUserInt(player, c_numGroundStartLocs) == 0) {
        AISetUserInt(player, c_openingBuildType, e_buildType_Air);
        AISetUserInt(player, c_lateGameBuildType, e_buildType_Air);
    }

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:208

    if (AIGetUserInt(player, c_numGroundStartLocs) == 0) {
        AISetUserInt(player, c_openingBuildType, e_buildType_Air);
        AISetUserInt(player, c_lateGameBuildType, e_buildType_Air);
    }

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:213

    // lobby general builds
    if (lobbyBuild >= e_buildType_Rush && lobbyBuild <= e_buildType_Air) {
        AISetUserInt(player, c_openingBuildType, lobbyBuild);

        if (lobbyBuild == e_buildType_Air) {

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:216


        if (lobbyBuild == e_buildType_Air) {
            AISetUserInt(player, c_lateGameBuildType, e_buildType_Air);
        }
    }

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:222

    // lobby zerg builds
    else if (lobbyBuild >= e_buildType_z1b_LingBane && lobbyBuild <= e_buildType_z1b_LingRoach) {
        AISetUserInt(player, c_specificLobbyBuild, lobbyBuild);
        AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
    }

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeBuildAI.galaxy:223

    else if (lobbyBuild >= e_buildType_z1b_LingBane && lobbyBuild <= e_buildType_z1b_LingRoach) {
        AISetUserInt(player, c_specificLobbyBuild, lobbyBuild);
        AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
    }
    else if (lobbyBuild >= e_buildType_z2b_PureMuta && lobbyBuild <= e_buildType_z2b_RoachRavager) {

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeHighAI.galaxy:434

//--------------------------------------------------------------------------------------------------
void AIHighSetLateGameArmy (int player, int buildIndex) {
    AISetUserInt(player, c_currentBuildIndex, buildIndex);
    AISetUserInt(player, c_nextArmyTime, FixedToInt(AIGetTime()) + c_lateGameFrequency);
    AISetMainState(player, e_mainState_Late, e_mainSubState_Build);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeHighAI.galaxy:435

void AIHighSetLateGameArmy (int player, int buildIndex) {
    AISetUserInt(player, c_currentBuildIndex, buildIndex);
    AISetUserInt(player, c_nextArmyTime, FixedToInt(AIGetTime()) + c_lateGameFrequency);
    AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
}

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeLowAI.galaxy:34

    while (index <= c_ldMaxArmyStockSize) {
        AISetUserString(player, index, c_nullString);
        AISetUserInt(player, index, 0);
        index = index + 1;
    }

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeLowAI.galaxy:367


    // set wave values
    AISetUserInt(player, c_ldNextArmyPhase, newPhase);
    AISetUserInt(player, c_ldNextArmyDuration, newDuration);
    AISetUserInt(player, c_nextArmyTime, newEndTime);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeLowAI.galaxy:368

    // set wave values
    AISetUserInt(player, c_ldNextArmyPhase, newPhase);
    AISetUserInt(player, c_ldNextArmyDuration, newDuration);
    AISetUserInt(player, c_nextArmyTime, newEndTime);

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeLowAI.galaxy:369

    AISetUserInt(player, c_ldNextArmyPhase, newPhase);
    AISetUserInt(player, c_ldNextArmyDuration, newDuration);
    AISetUserInt(player, c_nextArmyTime, newEndTime);

    // set training delay values

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:520


    AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
    AISetUserInt(player, c_delayNextAttack, delay);
    if (state == e_attackState_Wait) {
        return;

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:120

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:327

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:528

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:644

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:763

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:246

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:532

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:772

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:939

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1059

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:326

        if (AIHighDontRush(player))  {
            // we were planning to rush, but enemy is well prepared, switch to a timing attack
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:364

        if (AIHighOpponentLikelyRushing(player) || AIHighCurrentlyUnderHeavyAttack(player))  {
            // switch to a timing build (since that is more oriented toward immediate army)
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);
            

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:384

        if (AIIsExpandingOrHasExpanded(player)) {
            // if we've already expanded, switch to defensive power build instead of macro
            AISetUserInt(player, c_openingBuildType, e_buildType_Power);
            AISetOpeningBuildMenuFromScriptType(player);
            return e_hdBuildIndex_POpenPowerMacro_DefenseExpGnd;

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:391

            // haven't already expanded, switch to a timing build 
            // (since that is more oriented toward immediate army)
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:475

            if (AIHighOpponentLikelyRushing(player) || AIHighCurrentlyUnderHeavyAttack(player))  {
                // don't expand if we're under attack or behind on army, instead switch to an army heavy timing build
                AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
                AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:496

        if (AIIsExpandingOrHasExpanded(player)) {
            // if we've already expanded, switch to defensive power build instead of macro
            AISetUserInt(player, c_openingBuildType, e_buildType_Power);
            AISetOpeningBuildMenuFromScriptType(player);
            return MidHDProtossCounterPowerBuild(player, currentExactBuild);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:502

        else {
            // haven't already expanded, switch to an army heavy timing build 
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:561

    }

    AISetUserInt(player, c_lateGameBuildType, newLateGame);
    AISetLateGameBuildMenuFromScriptType(player);
    return LateChooseHDProtossBuildFromType(player, newLateGame, currentBuildIndex);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:576


    if (AIState(player, e_mainState) != e_mainState_Open) {
        AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
    }
    

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:623

        AISetMainState(player, e_mainState_Open, e_mainSubState_Init);        
        buildIndex = PickHDProtossOpening(player);
        AISetUserInt(player, c_currentBuildIndex, buildIndex);
        AISetMainState(player, e_mainState_Open, e_mainSubState_Build);
    } else {

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:211

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:494

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:718

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:865

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:985

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:177

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:407

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:623

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:756

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:876

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:102

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:294

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:488

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:592

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:711

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:117

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:314

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:521

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:646

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:750

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHard.galaxy:287

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHard.galaxy:594

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHard.galaxy:884

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1071

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1216

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:336

        if (AIHighDontRush(player))  {
            // we were planning to rush, but enemy is well prepared, switch to a timing attack
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:383

        if (AIHighOpponentLikelyRushing(player) || AIHighCurrentlyUnderHeavyAttack(player))  {
            // switch to a timing build (since that is more oriented toward immediate army)
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:406

        if (AIIsExpandingOrHasExpanded(player)) {
            // if we've already expanded, switch to defensive power build instead of macro
            AISetUserInt(player, c_openingBuildType, e_buildType_Power);
            AISetOpeningBuildMenuFromScriptType(player);
            return e_hdBuildIndex_TOpenPowerMacro_DefenseExpGnd;

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:413

            // haven't already expanded, switch to a timing build 
            // (since that is more oriented toward immediate army)
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:507

            if (AIHighOpponentLikelyRushing(player) || AIHighCurrentlyUnderHeavyAttack(player))  {
                // don't expand if we're under attack or behind on army, instead switch to an army heavy timing build
                AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
                AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:528

        if (AIIsExpandingOrHasExpanded(player)) {
            // if we've already expanded, switch to defensive power build instead of macro
            AISetUserInt(player, c_openingBuildType, e_buildType_Power);
            AISetOpeningBuildMenuFromScriptType(player);
            return MidHDTerranCounterPowerBuild(player, currentExactBuild);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:534

        else {
            // haven't already expanded, switch to an army heavy timing build 
            AISetUserInt(player, c_openingBuildType, e_buildType_Timing);
            AISetOpeningBuildMenuFromScriptType(player);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:593

    }

    AISetUserInt(player, c_lateGameBuildType, newLateGame);
    AISetLateGameBuildMenuFromScriptType(player);
    return LateChooseHDTerranBuildFromType(player, newLateGame, currentBuildIndex);

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:608


    if (AIState(player, e_mainState) != e_mainState_Open) {
        AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
    }
    

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:655

        AISetMainState(player, e_mainState_Open, e_mainSubState_Init);        
        buildIndex = PickHDTerranOpening(player);
        AISetUserInt(player, c_currentBuildIndex, buildIndex);
        AISetMainState(player, e_mainState_Open, e_mainSubState_Build);
    } else {

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:271

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:574

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:850

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1023

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1158

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:206

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:462

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:699

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:838

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:973

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:96

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:278

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:475

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:589

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:693

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:152

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:422

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:615

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:730

    }

    AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
    return duration;
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:840

    if (nextState) {
        lateLoop += 1;
        AISetUserInt(player, c_ldNumLateLoops, lateLoop);
    }
}