- 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: