# End Game For Player
Grammar — End game in type for player player (showDialog|Show/Don’t Show dialogs, showScore|Show/Don’t Show score screen)
Flags —Native
|Action
Finishes the game in Victory, Defeat, or Tie for the specified player. This action can also choose to hide or show the victory dialog for the chosen player. As of version 2.0, the Show Score parameter is obsolete and has no effect.
# Arguments
int
— Playerint
[ preset::GameOverType ] — Typebool
[ preset::ShowHideOption ] — Show Dialogbool
[ preset::ShowHideOption ] — Show Score
Returns — void
native void GameOver(
int player,
int type,
bool showDialog,
bool showScore,
);
# Related
Category: Game / Transitions
- [F] —
void
— GameSetNextCampaignIndex — ( GameSetNextCampaignIndex ) - [F] —
void
— End Game For Player — ( GameOver ) - [F] —
void
— Restart Game — ( RestartGame ) - [F] —
void
— Kick From Game — ( KickFromGame ) - [F] —
void
— Set Next Map — ( GameSetNextMap ) - [F] —
void
— Set Transition Map — ( GameSetTransitionMap ) - [F] —
void
— Set Next Mission Difficulty — ( SetNextMissionDifficulty ) - [F] —
bool
— Game Is Transitioned — ( GameIsTransitionMap )
# Examples
# campaigns/liberty.sc2campaign
// L390
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L704
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L468
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L410
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L1723
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L652
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L366
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L710
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L382
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L4125
GameOver(gv_p1_USER, c_gameOverVictory, false, false)
// L8351
GameOver(1, c_gameOverVictory, false, false)
// L5092
GameOver(1, c_gameOverVictory, false, false)
// L17576
GameOver(1, c_gameOverVictory, false, false)
// L22007
GameOver(1, c_gameOverVictory, false, false)
// L22756
GameOver(1, c_gameOverVictory, false, false)
// L24588
GameOver(1, c_gameOverVictory, false, false)
// L25524
GameOver(1, c_gameOverVictory, false, false)
// L1391
GameOver(gv_p01_USER, c_gameOverVictory, false, false)
// L4125
GameOver(gv_p1_USER, c_gameOverVictory, false, false)
// L8351
GameOver(1, c_gameOverVictory, false, false)
// L5092
GameOver(1, c_gameOverVictory, false, false)
// L17576
GameOver(1, c_gameOverVictory, false, false)
// L22007
GameOver(1, c_gameOverVictory, false, false)
// L22756
GameOver(1, c_gameOverVictory, false, false)
// L24588
GameOver(1, c_gameOverVictory, false, false)
// L25524
GameOver(1, c_gameOverVictory, false, false)
// L1391
GameOver(gv_p01_USER, c_gameOverVictory, false, false)
// L390
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L410
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L704
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L468
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L1723
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L652
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L366
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L710
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
// L382
GameOver(gv_pLAYER_USER, c_gameOverDefeat, false, false)
# campaigns/libertystory.sc2campaign
// L629
GameOver(lp_player, lp_type, true, false)
// L3404
GameOver(1, c_gameOverVictory, false, false)
// L10252
GameOver(1, c_gameOverVictory, false, false)
// L11673
GameOver(EventPlayer(), c_gameOverDefeat, false, false)
// L12105
GameOver(1, c_gameOverVictory, false, false)
// L12823
GameOver(1, c_gameOverVictory, false, false)
// L12879
GameOver(1, c_gameOverVictory, false, false)
// L13245
GameOver(1, c_gameOverVictory, false, false)
// L13443
GameOver(1, c_gameOverVictory, false, false)
# campaigns/swarmstory.sc2campaign
// L1382
GameOver(lp_player, lp_type, true, false)
// L5298
GameOver(1, c_gameOverVictory, false, false)
// L5306
GameOver(1, c_gameOverVictory, false, false)
// L9554
GameOver(1, c_gameOverVictory, false, false)
// L14130
GameOver(1, c_gameOverVictory, false, false)
// L14210
GameOver(1, c_gameOverVictory, false, false)
// L16274
GameOver(1, c_gameOverDefeat, false, false)
// L21808
GameOver(1, c_gameOverVictory, false, false)
// L21935
GameOver(1, c_gameOverVictory, false, false)
// L22152
GameOver(1, c_gameOverVictory, false, false)
# campaigns/swarmstoryutil.sc2mod
// L5841
GameOver(1, c_gameOverVictory, false, false)
// L6235
GameOver(1, c_gameOverVictory, false, false)
// L6451
GameOver(1, c_gameOverVictory, false, false)
// L6754
GameOver(1, c_gameOverVictory, false, false)
# campaigns/void.sc2campaign
// L2823
GameOver(gv_p01_USER, c_gameOverVictory, false, false)
// L5805
GameOver(gv_p01_USER, c_gameOverDefeat, true, true)
// L9857
GameOver(gv_p01_USER, c_gameOverDefeat, true, true)
// L15678
GameOver(gv_p01_USER, c_gameOverDefeat, true, true)
// L2823
GameOver(gv_p01_USER, c_gameOverVictory, false, false)
// L5805
GameOver(gv_p01_USER, c_gameOverDefeat, true, true)
// L9857
GameOver(gv_p01_USER, c_gameOverDefeat, true, true)
// L15678
GameOver(gv_p01_USER, c_gameOverDefeat, true, true)
# campaigns/voidstory.sc2campaign
// L3016
GameOver(1, c_gameOverVictory, false, false)
// L3023
GameOver(1, c_gameOverVictory, false, false)
// L9654
GameOver(1, c_gameOverVictory, false, false)
// L9723
GameOver(1, c_gameOverVictory, false, false)
// L9938
GameOver(1, c_gameOverVictory, false, false)
// L9945
GameOver(1, c_gameOverVictory, false, false)
# campaigns/voidstory.sc2campaign
— VoidCampaignMissionLib.galaxy
// L1403
GameOver(lp_player, lp_type, true, false)
// L1482
GameOver(1, c_gameOverVictory, false, false)
// L1506
GameOver(1, c_gameOverVictory, false, false)
// L6841
GameOver(1, c_gameOverDefeat, false, false)
// L6901
GameOver(1, c_gameOverVictory, false, false)
// L6907
GameOver(1, c_gameOverVictory, false, false)
// L6972
GameOver(1, c_gameOverVictory, false, false)
// L6994
GameOver(1, c_gameOverVictory, false, false)
# campaigns/voidstory.sc2campaign
// L5004
GameOver(1, c_gameOverVictory, false, false)
// L5134
GameOver(1, c_gameOverVictory, false, false)
// L5358
GameOver(1, c_gameOverVictory, false, false)
# campaigns/voidstory.sc2campaign
// L8780
GameOver(1, c_gameOverVictory, false, false)
// L10496
GameOver(1, c_gameOverVictory, false, false)
// L10663
GameOver(1, c_gameOverVictory, false, false)
# mods/heroesbrawlmods/brawlmapmods/coop/pvebrawlmod.stormmod
// L1361
GameOver(lp_player, libGame_gv_players[lp_player].lv_victoryDefeat, false, false)
# mods/heroesbrawlmods/brawlmapmods/coop/pvemod.stormmod
// L1477
GameOver(lp_player, libGame_gv_players[lp_player].lv_victoryDefeat, false, false)
# mods/heroesbrawlmods/brawlmapmods/lunarfestival.stormmod
// L228
GameOver(autoD6D90C9C_var, c_gameOverDefeat, false, true)
// L232
GameOver(autoD6D90C9C_var, c_gameOverVictory, false, true)
// L245
GameOver(auto8A0C490B_var, c_gameOverDefeat, false, true)
// L249
GameOver(auto8A0C490B_var, c_gameOverVictory, false, true)
# mods/heroesdata.stormmod
// L10947
GameOver(lp_player, libGame_gv_players[lp_player].lv_victoryDefeat, false, true)
# mods/missionpacks/campaigncommon.sc2mod
// L901
GameOver(1, c_gameOverVictory, false, false)
# mods/missionpacks/novacampaign.sc2mod
// L2243
GameOver(lp_player, lp_type, true, false)
// L2306
GameOver(1, c_gameOverVictory, false, false)
// L5918
GameOver(1, c_gameOverDefeat, false, false)
// L5960
GameOver(1, c_gameOverVictory, false, false)
// L5979
GameOver(1, c_gameOverVictory, false, false)