# AISetUserInt
Flags —
Native
# Arguments
int
— playerint
— indexint
— data
Returns — void
native void AISetUserInt(int player, int index, int data);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/MeleeAI.galaxy:488
void AIMeleeSharedInit (int player) {
AISetUserInt(player, c_ldNumLateLoops, 0);
AIAddDetectionDangerUnits(player);
AIAddAirDangerUnits(player);
mods/core.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/MeleeBuildAI.galaxy:216
if (lobbyBuild == e_buildType_Air) {
AISetUserInt(player, c_lateGameBuildType, e_buildType_Air);
}
}
mods/core.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:34
while (index <= c_ldMaxArmyStockSize) {
AISetUserString(player, index, c_nullString);
AISetUserInt(player, index, 0);
index = index + 1;
}
mods/core.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:520
AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
AISetUserInt(player, c_delayNextAttack, delay);
if (state == e_attackState_Wait) {
return;
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:120
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:327
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:528
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:644
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:763
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:246
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:532
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:772
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:939
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:1059
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:561
}
AISetUserInt(player, c_lateGameBuildType, newLateGame);
AISetLateGameBuildMenuFromScriptType(player);
return LateChooseHDProtossBuildFromType(player, newLateGame, currentBuildIndex);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:576
if (AIState(player, e_mainState) != e_mainState_Open) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:211
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:494
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:718
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:865
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:985
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:177
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:407
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:623
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:756
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:876
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:102
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:294
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:488
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:592
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:711
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:117
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:314
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:521
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:646
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:750
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:287
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:594
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:884
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1071
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1216
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:593
}
AISetUserInt(player, c_lateGameBuildType, newLateGame);
AISetLateGameBuildMenuFromScriptType(player);
return LateChooseHDTerranBuildFromType(player, newLateGame, currentBuildIndex);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:608
if (AIState(player, e_mainState) != e_mainState_Open) {
AISetUserInt(player, c_currentBuildIndex, e_buildType_Invalid);
}
mods/liberty.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:271
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:574
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:850
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1023
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1158
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:206
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:462
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:699
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:838
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMedi.galaxy:973
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:96
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:278
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:475
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:589
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranVyEy.galaxy:693
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:152
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:422
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:615
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:730
}
AISetUserInt(player, c_ldNextArmyRoll, armyRoll);
return duration;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/ZergEasy.galaxy:840
if (nextState) {
lateLoop += 1;
AISetUserInt(player, c_ldNumLateLoops, lateLoop);
}
}