# PlayerGroupLoopCurrent
Flags —
Native
Returns — int
native int PlayerGroupLoopCurrent();
# Related
Category: Unclassified
# Examples
campaigns/liberty.sc2campaign — base.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.sc2campaign — base.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.sc2campaign — base.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.sc2campaign — base.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.sc2campaign — base.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.sc2campaign — base.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.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.sc2campaign/base.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.sc2campaign/base.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.sc2campaign/base.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.sc2campaign/base.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.sc2campaign/base.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();
}
mods/missionpacks/novacampaign.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/LibNCMI.galaxy:4172
}
else if (autoC47256CC_val == "Zerg") {
SoundPlay(SoundLink("UI_ZergWarningPing", -1), PlayerGroupSingle(PlayerGroupLoopCurrent()), 100.0, 0.0);
}
else {
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4526
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
PlayerScoreValueEnableAll(PlayerGroupLoopCurrent(), false);
}
PlayerGroupLoopEnd();
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4531
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
libNtve_gf_SetUpgradeLevelForPlayer(PlayerGroupLoopCurrent(), "CinematicMode", 1);
}
PlayerGroupLoopEnd();
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4571
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
PlayerScoreValueEnableAll(PlayerGroupLoopCurrent(), true);
}
PlayerGroupLoopEnd();
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4576
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
libNtve_gf_SetUpgradeLevelForPlayer(PlayerGroupLoopCurrent(), "CinematicMode", 0);
}
PlayerGroupLoopEnd();