# PlayerGroupLoopDone
Flags —
Native
Returns — bool
native bool PlayerGroupLoopDone();
# Related
Category: Unclassified
# Examples
campaigns/liberty.sc2campaign — base.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1204
AISetAPM(gv_p3_ENEMY_PROTOSS, 3000);
PlayerGroupLoopBegin(gv_allEnemyPlayers);
while (!PlayerGroupLoopDone()) {
AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2map — MapScript.galaxy:1204
AISetAPM(gv_p3_ENEMY_PROTOSS, 3000);
PlayerGroupLoopBegin(gv_allEnemyPlayers);
while (!PlayerGroupLoopDone()) {
AISetDifficulty(PlayerGroupLoopCurrent(), c_diffNormalTargetPrio, true);
lv_bool = AICombatDiffFlagTieBreakHealers(PlayerGroupLoopCurrent(), c_combatFlagEnable);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4163
// Implementation
PlayerGroupLoopBegin(lp_players);
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
autoC47256CC_val = PlayerRace(PlayerGroupLoopCurrent());
if (autoC47256CC_val == "Prot") {
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4525
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
PlayerScoreValueEnableAll(PlayerGroupLoopCurrent(), false);
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4530
PlayerGroupLoopEnd();
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
libNtve_gf_SetUpgradeLevelForPlayer(PlayerGroupLoopCurrent(), "CinematicMode", 1);
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4570
}
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
PlayerScoreValueEnableAll(PlayerGroupLoopCurrent(), true);
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:4575
PlayerGroupLoopEnd();
PlayerGroupLoopBegin(PlayerGroupAll());
for ( ; !PlayerGroupLoopDone() ; PlayerGroupLoopStep() ) {
libNtve_gf_SetUpgradeLevelForPlayer(PlayerGroupLoopCurrent(), "CinematicMode", 0);
}