# PlayerGroupLoopCurrent

FlagsNative

Returns — int

native int PlayerGroupLoopCurrent();

Category: Unclassified

# Examples

campaigns/liberty.sc2campaignbase.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1205

    PlayerGroupLoopBegin(gv_allEnemyPlayers);
    while (!PlayerGroupLoopDone()) {
        AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);

campaigns/liberty.sc2campaignbase.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1206

    while (!PlayerGroupLoopDone()) {
        AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);

campaigns/liberty.sc2campaignbase.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1207

        AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);

campaigns/liberty.sc2campaignbase.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1208

        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);

campaigns/liberty.sc2campaignbase.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1209

        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);
        PlayerGroupLoopStep();

campaigns/liberty.sc2campaignbase.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1210

        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);
        PlayerGroupLoopStep();
    }

campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2mapMapScript.galaxy:1205

    PlayerGroupLoopBegin(gv_allEnemyPlayers);
    while (!PlayerGroupLoopDone()) {
        AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);

campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2mapMapScript.galaxy:1206

    while (!PlayerGroupLoopDone()) {
        AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);

campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2mapMapScript.galaxy:1207

        AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);

campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2mapMapScript.galaxy:1208

        lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);

campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2mapMapScript.galaxy:1209

        lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);
        PlayerGroupLoopStep();

campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2mapMapScript.galaxy:1210

        lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
        lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);
        PlayerGroupLoopStep();
    }

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4164

    PlayerGroupLoopBegin(lp_players);
    for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
        autoC47256CC_val = PlayerRace(PlayerGroupLoopCurrent());
        if (autoC47256CC_val == "Prot") {
            SoundPlay(SoundLink("UI_TerranPing", -1), PlayerGroupSingle(PlayerGroupLoopCurrent()), 100.0, 0.0);

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4166

        autoC47256CC_val = PlayerRace(PlayerGroupLoopCurrent());
        if (autoC47256CC_val == "Prot") {
            SoundPlay(SoundLink("UI_TerranPing", -1), PlayerGroupSingle(PlayerGroupLoopCurrent()), 100.0, 0.0);
        }
        else if (autoC47256CC_val == "Terr") {

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4169

        }
        else if (autoC47256CC_val == "Terr") {
            SoundPlay(SoundLink("UI_TerranPing", -1), PlayerGroupSingle(PlayerGroupLoopCurrent()), 100.0, 0.0);
        }
        else if (autoC47256CC_val == "Zerg") {

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4172

        }
        else if (autoC47256CC_val == "Zerg") {
            SoundPlay(SoundLink("UI_ZergWarningPing", -1), PlayerGroupSingle(PlayerGroupLoopCurrent()), 100.0, 0.0);
        }
        else {

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4526

    PlayerGroupLoopBegin(PlayerGroupAll());
    for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
        PlayerScoreValueEnableAll(PlayerGroupLoopCurrent(), false);
    }
    PlayerGroupLoopEnd();

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4531

    PlayerGroupLoopBegin(PlayerGroupAll());
    for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
        libNtve_gf_SetUpgradeLevelForPlayer(PlayerGroupLoopCurrent(), "CinematicMode", 1);
    }
    PlayerGroupLoopEnd();

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4571

    PlayerGroupLoopBegin(PlayerGroupAll());
    for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
        PlayerScoreValueEnableAll(PlayerGroupLoopCurrent(), true);
    }
    PlayerGroupLoopEnd();

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:4576

    PlayerGroupLoopBegin(PlayerGroupAll());
    for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
        libNtve_gf_SetUpgradeLevelForPlayer(PlayerGroupLoopCurrent(), "CinematicMode", 0);
    }
    PlayerGroupLoopEnd();