AddAbilityTrackingData | function AddAbilityTrackingData(H7AbilityTrackingData Data) |
AddRedirectEffect | function AddRedirectEffect(H7EffectSpecialRedirectDamage eff) |
AllAnimationsDone | event bool AllAnimationsDone() |
AllowCurrentUnitAction | function bool AllowCurrentUnitAction() |
ApplyGameModeGfxSettings | function ApplyGameModeGfxSettings() |
ApplyOutline | function ApplyOutline() |
ArtifactAllowsFleeSurrender | function bool ArtifactAllowsFleeSurrender() |
CalculateInputAllowed | event CalculateInputAllowed(optional bool waitForAnimIfNecessary = true) |
CameraActionIntroduceHero | private final function CameraActionIntroduceHero() |
CameraActionPresentArmy | private final function CameraActionPresentArmy() |
CanHeroDoActionInCreatureTurn | function bool CanHeroDoActionInCreatureTurn() |
canRangeAttack | function bool canRangeAttack(H7IEffectTargetable Target) |
CheckStartable | function CheckStartable() |
CreateCombatArmyUsingAdventureArmy | protected function H7CombatArmy CreateCombatArmyUsingAdventureArmy(H7AdventureArmy Army, bool IsAttacker) |
DelayedRestart | function DelayedRestart() |
DestroyAllStackGhosts | function DestroyAllStackGhosts() |
DonePresentArmy | private final function DonePresentArmy() |
DoNewUnitHudUpdates | event DoNewUnitHudUpdates() |
EndBattle | function EndBattle(optional bool isRestarting = false) |
FinishActiveUnitTurn | protected function bool FinishActiveUnitTurn(optional bool triggerUnitEndTurn = true) |
FinishMovement | native function FinishMovement() |
GetAbilityTrackingData | function array<H7AbilityTrackingData> GetAbilityTrackingData() |
GetActiveArmy | native function H7CombatArmy GetActiveArmy() |
GetActiveUnit | function H7Unit GetActiveUnit() |
GetAI | function H7AiCombatMap GetAI() |
GetAllCells | native function GetAllCells(out array<H7CombatMapCell> outCells) |
GetAllTargetable | native function GetAllTargetable(out array<H7IEffectTargetable> outTargets) |
GetArmyAttacker | function H7CombatArmy GetArmyAttacker() |
GetArmyDefender | function H7CombatArmy GetArmyDefender() |
GetCellByID | function H7CombatMapCell GetCellByID(int cellId) |
GetCombatConfiguration | function H7CombatConfiguration GetCombatConfiguration() |
GetCoverManager | function H7CoverManager GetCoverManager() |
GetCurrentGameMode | function string GetCurrentGameMode() |
GetCurrentlyDeployingArmy | event H7CombatArmy GetCurrentlyDeployingArmy() |
GetCurrentTurn | function int GetCurrentTurn() |
GetCursor | function H7CombatMapCursor GetCursor() |
GetDisableFleeSurrenderArtifact | function string GetDisableFleeSurrenderArtifact() |
GetGameSpeed | function float GetGameSpeed() |
GetGridController | function H7CombatMapGridController GetGridController() |
GetHeroWithDisableFleeSurrender | function string GetHeroWithDisableFleeSurrender() |
GetInitiativeQueue | function H7InitiativeQueue GetInitiativeQueue() |
GetInstance | static function H7CombatController GetInstance() |
GetLocalGuardSlots | function int GetLocalGuardSlots() |
GetLocalPlayer | function H7Player GetLocalPlayer() |
GetLocalPlayerArmy | function H7CombatArmy GetLocalPlayerArmy() |
GetMaxDeployNumber | function int GetMaxDeployNumber() |
GetMPPlayerResponsibleForMoralRolls | function H7Player GetMPPlayerResponsibleForMoralRolls() |
GetOffGridDeployables | function array<H7IOffGridDeployable> GetOffGridDeployables() |
GetOpponentArmy | function H7CombatArmy GetOpponentArmy(H7CombatArmy Army) |
GetOpponentPlayer | function H7Player GetOpponentPlayer(H7Player Player) |
GetPlayerByNumber | function H7Player GetPlayerByNumber(H7StructsAndEnumsNative.EPlayerNumber PlayerNumber) |
GetStackDeployments | function array<H7StackDeployment> GetStackDeployments() |
GetTotalHealth | function int GetTotalHealth() |
GetTurnName | function string GetTurnName() |
GetUnitsForDeployment | function array<H7CreatureStack> GetUnitsForDeployment() |
HasEnoughCurrencyForSurrender | function bool HasEnoughCurrencyForSurrender() |
InitCameraActionController | function InitCameraActionController() |
InitCombat | native function InitCombat() |
InitCombatAI | protected function InitCombatAI() |
InitFCT | protected function InitFCT() |
InitializeAurasOnEnterCell | protected function InitializeAurasOnEnterCell() |
InitInitiativeQueue | function InitInitiativeQueue(optional bool firstRound) |
InitInsertArmyInInitiativeQueue | protected function InitInsertArmyInInitiativeQueue(H7CombatArmy Army, bool IsAttacker) |
InitPlayerAndArmy | function InitPlayerAndArmy() |
InitTemplatePlayersAndArmies | function InitTemplatePlayersAndArmies() |
IsBadMoraleDelayRunning | function bool IsBadMoraleDelayRunning() |
IsCombatComingFromAdventureMap | function bool IsCombatComingFromAdventureMap() |
IsEndOfCombat | function bool IsEndOfCombat() |
IsFleePossible | function bool IsFleePossible(optional out string blockReason) |
IsHeroInCreatureTurn | function bool IsHeroInCreatureTurn() |
IsInFinishTurnTransition | function bool IsInFinishTurnTransition() |
IsInNonCombatPhase | function bool IsInNonCombatPhase() |
IsInTacticsPhase | event bool IsInTacticsPhase() |
IsLocalPlayerSpectator | function bool IsLocalPlayerSpectator() |
IsPlayerParticipatingInCombat | function bool IsPlayerParticipatingInCombat(H7Player pl) |
IsRedirectEffectTriggered | function bool IsRedirectEffectTriggered(H7EffectSpecialRedirectDamage eff) |
IsSomeoneDying | function bool IsSomeoneDying() |
IsSurrenderPossible | function bool IsSurrenderPossible(optional out string blockReason) |
LoadSummonableCreatureVisuals | function LoadSummonableCreatureVisuals() |
LoseCombat | function LoseCombat() |
MPAutoWin | protected function MPAutoWin() |
NextPlayer | function NextPlayer() |
NotifyStartCombat | native function NotifyStartCombat() |
PostBeginPlay | function PostBeginPlay() |
PutUnitOnBar | function PutUnitOnBar(int Id) |
PutUnitOnCursor | function PutUnitOnCursor(int Id) |
raiseEvent | native function raiseEvent(H7StructsAndEnumsNative.ETrigger Trigger, optional bool simulate = false, optional H7CombatArmy Army, optional H7EventContainerStruct container) |
RaiseEventOnArmiesRunes | native function RaiseEventOnArmiesRunes(H7StructsAndEnumsNative.ETrigger dasTrigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container) |
RaiseEventOnArmiesStacks | native function RaiseEventOnArmiesStacks(H7StructsAndEnumsNative.ETrigger Trigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container) |
RaiseEventOnArmiesTowers | native function RaiseEventOnArmiesTowers(H7StructsAndEnumsNative.ETrigger Trigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container) |
RaiseEventOnArmiesWarUnits | native function RaiseEventOnArmiesWarUnits(H7StructsAndEnumsNative.ETrigger dasTrigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container) |
RaiseEventOnArray | function RaiseEventOnArray(array<H7IEffectTargetable> units, H7StructsAndEnumsNative.ETrigger Event) |
RefreshAllUnits | event RefreshAllUnits() |
RefreshAllUnitsComplete | event RefreshAllUnitsComplete() |
ResetCurrentTurnTimer | function ResetCurrentTurnTimer() |
ResetTimerForTactics | function ResetTimerForTactics() |
SendTrackingCombatDataDuel | function SendTrackingCombatDataDuel() |
SendTrackingSpellUsed | function SendTrackingSpellUsed() |
SetActiveUnit | function SetActiveUnit(H7Unit Unit) |
SetActiveUnitCommand_Flee | function SetActiveUnitCommand_Flee() |
SetActiveUnitCommand_FleeComplete | function SetActiveUnitCommand_FleeComplete() |
SetActiveUnitCommand_Move | function SetActiveUnitCommand_Move(array<H7CombatMapCell> Path, optional bool isMoveAttack = false, optional H7StructsAndEnumsNative.EDirection turnDirection) |
SetActiveUnitCommand_MoveAttack | function SetActiveUnitCommand_MoveAttack(array<H7CombatMapCell> Path, H7IEffectTargetable Target) |
SetActiveUnitCommand_PrepareAbility | function bool SetActiveUnitCommand_PrepareAbility(H7BaseAbility Ability) |
SetActiveUnitCommand_SkipTurn | function SetActiveUnitCommand_SkipTurn(bool doMPSynchronization) |
SetActiveUnitCommand_Surrender | function SetActiveUnitCommand_Surrender() |
SetActiveUnitCommand_SurrenderComplete | function SetActiveUnitCommand_SurrenderComplete() |
SetActiveUnitCommand_UsePreparedAbility | function SetActiveUnitCommand_UsePreparedAbility(H7IEffectTargetable Target, optional H7StructsAndEnumsNative.EDirection Direction = 8, optional H7CombatMapCell TrueHitCell, optional H7StructsAndEnumsNative.ECommandTag commandTagOverride = 19) |
SetActiveUnitHero | function SetActiveUnitHero() |
SetCheckCombatEnd | function SetCheckCombatEnd(bool val) |
SetGameSpeed | function SetGameSpeed(float NewSpeed) |
SetLastStackDying | function SetLastStackDying(bool val) |
SetPreviousActiveUnit | event SetPreviousActiveUnit() |
SetSomeoneDying | function SetSomeoneDying(bool IsDying) |
SetTacticPhaseFinishedMP | function SetTacticPhaseFinishedMP(bool IsDefender) |
ShouldTakeCareOfArmy | function bool ShouldTakeCareOfArmy(H7CombatArmy Army) |
SkipTurn | function SkipTurn() |
StartBadMoraleDelay | function StartBadMoraleDelay(optional float Time = -1.0000000, optional bool doSkipTurnCommand = false) |
StartCombat | function StartCombat() |
TeleportSpellWasCanceled | event TeleportSpellWasCanceled() |
TrackingGameModeEnd | function TrackingGameModeEnd() |
TrackingMapEnd | function TrackingMapEnd(string Reason) |
TrackingMapStart | function TrackingMapStart() |
TravelBack | function TravelBack() |
UpdateCurrentTurnTimer | function UpdateCurrentTurnTimer(float ElapsedTime) |
VictoryCamEnded | function VictoryCamEnded() |
WinCombat | function WinCombat() |