Update 30.09.2020

RoccoZero

Active member
Staff member
Administrator
Developer
Apr 30, 2022
887
79
28
  • Imporved More
  • Fixed More

Entity
  • Fixed Crash
  • Added EntityNotFoundException
  • Added IsValid
  • Added ToString()
  • Added Equals(Entity other)
  • Added Equals(object other)
  • Added ==(Entity left, Entity right)
  • Added !=(Entity left, Entity right)
  • Added GetHashCode()

Player
  • Added PrepareOrder(OrderId orderId, Unit unit, int targetIndex, uint abilityIndex, Vector3 position, bool queue, bool bypassQueue, bool showEffects)
  • Added PrepareOrder(OrderId orderId, IEnumerable<Unit> units, int targetIndex, uint abilityIndex, Vector3 position, bool queue, bool bypassQueue, bool showEffects)
  • Added Orders
  • Added ClearOrders()
  • Added Move(Unit unit, Vector3 position, bool queued, bool bypassExecuteOrder)
  • Added Move(Unit unit, Vector3 position, bool queued)
  • Added Move(Unit unit, Vector3 position)
  • Added Move(Unit unit, Item item, ItemSlot itemSlot)
  • Added Move(IEnumerable<Unit> units, Vector3 position, bool queued)
  • Added Move(IEnumerable<Unit> units, Vector3 position)
  • Added MoveToDirection(Unit unit, Vector3 position, bool queued)
  • Added MoveToDirection(Unit unit, Vector3 position)
  • Added Patrol(Unit unit, Vector3 position, bool queued)
  • Added Patrol(Unit unit, Vector3 position)
  • Added Attack(Unit unit, Vector3 position, bool queued)
  • Added Attack(Unit unit, Vector3 position)
  • Added Attack(Unit unit, Unit target, bool queued)
  • Added Attack(Unit unit, Unit target)
  • Added Attack(Unit unit, PhysicalItem target, bool queued)
  • Added Attack(Unit unit, PhysicalItem target)
  • Added Attack(IEnumerable<Unit> units, Unit target, bool queued)
  • Added Attack(IEnumerable<Unit> units, Unit target)
  • Added Attack(IEnumerable<Unit> units, Vector3 position, bool queued)
  • Added Attack(IEnumerable<Unit> units, Vector3 position)
  • Added Follow(Unit unit, Unit target, bool queued)
  • Added Follow(Unit unit, Unit target)
  • Added Follow(IEnumerable<Unit> units, Unit target, bool queued)
  • Added Follow(IEnumerable<Unit> units, Unit target)
  • Added Hold(Unit unit, bool queued)
  • Added Hold(Unit unit)
  • Added Hold(IEnumerable<Unit> units, bool queued)
  • Added Hold(IEnumerable<Unit> units)
  • Added Stop(Unit unit, bool queued, bool bypassExecuteOrder)
  • Added Stop(Unit unit, bool queued)
  • Added Stop(Unit unit)
  • Added _Cast(Unit unit, Ability ability, Tree target, bool queued)
  • Added _Cast(Unit unit, Ability ability, Tree target)
  • Added _Cast(Unit unit, Ability ability, Rune target, bool queued)
  • Added _Cast(Unit unit, Ability ability, Rune target)
  • Added _Cast(Unit unit, Ability ability, Unit target, bool queued)
  • Added _Cast(Unit unit, Ability ability, Unit target)
  • Added _Cast(Unit unit, Ability ability, Vector3 position, bool queued)
  • Added _Cast(Unit unit, Ability ability, Vector3 position)
  • Added _Cast(Unit unit, Ability ability, bool queued)
  • Added _Cast(Unit unit, Ability ability)
  • Added CastToggle(Unit unit, Ability ability, bool queued)
  • Added CastToggle(Unit unit, Ability ability)
  • Added CastToggleAuto(Unit unit, Ability ability)
  • Added Upgrade(Unit unit, Ability ability)
  • Added DropFromStash(Item item)
  • Added Buy(Unit unit, AbilityId abilityId)
  • Added Sell(Unit unit, Item item)
  • Added Disassemble(Unit unit, Item item)
  • Added Buyback()
  • Added Glyph()
  • Added Scan(Vector3 position)
  • Added Announce(Unit unit, Ability ability)
  • Added PickUp(Unit unit, Rune rune, bool queued)
  • Added PickUp(Unit unit, Rune rune)
  • Added PickUp(Unit unit, PhysicalItem physicalItem, bool queued)
  • Added PickUp(Unit unit, PhysicalItem physicalItem)
  • Added Drop(Unit unit, Item item, Vector3 position, bool queued)
  • Added Drop(Unit unit, Item item, Vector3 position)
  • Added HiddenDrop(Unit unit, Item item, bool queued)
  • Added HiddenDrop(Unit unit, Item item)
  • Added Give(Unit unit, Item item, Unit target, bool queued)
  • Added Give(Unit unit, Item item, Unit target)
  • Added Lock(Unit unit, Item item)
  • Added Unlock(Unit unit, Item item)
  • Added Select(Entity entity, bool addToCurrentSelection)
  • Added Select(Entity entity)

Please reinstall! <====================================================================
 
Last edited: