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Last active March 28, 2025 14:04
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rome 2 dump conditions events docs
### FUNCTION START ###
void UndefinedFunction_1000a950(void)
{
FUN_10c978f0("TurnsSinceThreadLastAdvanced","Key from advice_threads table",
"The number of turns since the advice thread was last advanced - 0 signifies that the thread is unadvanced or the number of turns cannot be established"
,"TurnsSinceThreadLastAdvanced(\"0001_Battle_Advice_Friendly_Fire_Thread\")",
&DAT_1173e50c,FUN_100e2390);
_atexit(FUN_116dda30);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ad40(void)
{
FUN_10c978f0("is_advice_audio_playing",&DAT_1173e900,
"Returns whether audio for any advice is currently playing",
"is_advice_audio_playing()",&DAT_1173e71c,&LAB_100eab40);
_atexit(FUN_116ddcc0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c080(void)
{
FUN_10c978f0("BattleAllianceHasDeployables","No parameters needed",
"Returns true if the alliance has deployables","BattleAllianceHasDeployables()",
"Dylan",FUN_10163ca0);
_atexit(FUN_116de560);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c0c0(void)
{
FUN_10c978f0("BattleAllianceIsAttacker","No parameters needed",
"Returns true if the alliance is the attacker from the campaign map",
"BattleAllianceIsAttacker()","Ingimar",FUN_10163d60);
_atexit(FUN_116de570);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c100(void)
{
FUN_10c978f0("BattleAllianceIsPlayers","No parameters needed",
"Returns true if the alliance contains the players army","BattleAllianceIsPlayers()",
"Ingimar",&LAB_10163e20);
_atexit(FUN_116de580);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c140(void)
{
FUN_10c978f0("BattleAllianceNumberOfShips","No parameters needed",
"Returns the number of ships in all the armies of the alliance",
"BattleAllianceNumberOfShips()","Ingimar",FUN_10163f10);
_atexit(FUN_116de590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c180(void)
{
FUN_10c978f0("BattleAllianceNumberOfUnits","No parameters needed",
"Returns the number of units in all the armies of the alliance",
"BattleAllianceNumberOfUnits()","Ingimar",FUN_10163ff0);
_atexit(FUN_116de5a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c1c0(void)
{
FUN_10c978f0("BattleCommanderIsGeneral","No parameters needed",
"Returns true if the the alliance has a general and not just a colonel",
"BattleCommanderIsGeneral()","Ingimar",&LAB_10164060);
_atexit(FUN_116de5b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c200(void)
{
FUN_10c978f0("BattleEnemyAlliancePercentageCanHide","No parameters needed",
"Checks the percentage of enemy units ( in alliance ) that can hide, returns a percentage"
,"BattleEnemyAlliancePercentageCanHide()","Ingimar",FUN_10164150);
_atexit(FUN_116de5c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c240(void)
{
FUN_10c978f0("BattleEnemyAlliancePercentageOfClassAndCategory",
"Two lowercase strings, first being the particular class string ( see unit_stats_land table ) and second being the category string ( see units table )"
,
"Takes in class and category of a particular unit and goes through every enemy army, returning the percentage of units that match the class and category"
,"BattleEnemyAlliancePercentageOfClassAndCategory(\"class\", \"category\")","Ingimar"
,FUN_10164240);
_atexit(FUN_116de5d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c280(void)
{
FUN_10c978f0("BattleEnemyAlliancePercentageOfMountType",
"A lowercase string with the unit\'s mount type to be checked ( see type in battle_entities table )"
,
"Determine the percentage of units in the enemies army that have the type of mount passed to the condition"
,"BattleEnemyAlliancePercentageOfMountType(\"mount_type\")","Ingimar",FUN_101643e0);
_atexit(FUN_116de5e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c2c0(void)
{
FUN_10c978f0("BattleEnemyAlliancePercentageOfSpecialAbility",
"Special Ability string : pike_square_formation, pike_wall_formation, square_formation, wedge_formation, diamond_formation, light_infantry_behaviour, loose_formation, fire_and_advance, plug_bayonets, dismount, unlimber, none"
,"Checks all of the Armies in the enemy alliances for the particular special ability"
,"BattleEnemyAlliancePercentageOfSpecialAbility(\"ability\")","Ingimar",FUN_10164530)
;
_atexit(FUN_116de5f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c300(void)
{
FUN_10c978f0("BattleEnemyAlliancePercentageOfUnitCategory",
"One lowercase string with the unit\'s category name ( see units table )",
"Take in the name of the unit\'s category and returns the percentage of units in the alliance that match the given category"
,"BattleEnemyAlliancePercentageOfUnitCategory(\"category\")","Ingimar",FUN_10164650);
_atexit(FUN_116de600);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c340(void)
{
FUN_10c978f0("BattleEnemyAlliancePercentageOfUnitClass",
"One lowercase string with the unit\'s class name ( see unit_stats_land table )",
"Takes in the name of the unit\'s class and returns the percentage of units in the alliance that match the given class"
,"BattleEnemyAlliancePercentageOfUnitClass(\"class\")","Ingimar",FUN_101647f0);
_atexit(FUN_116de610);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c380(void)
{
FUN_10c978f0("BattleEnemyDirectionOfMeleeAttack",
"Possible string paramaters are \"front\", \"left_flank\", \"right_flank\" and \"behind\""
,
"Returns true if the passed parameter matches the direction of melee attack for the enemy unit"
,"BattleEnemyDirectionOfMeleeAttack(\"left_flank\")","Ingimar",FUN_10164990);
_atexit(FUN_116de620);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c3c0(void)
{
FUN_10c978f0("BattleEnemyHasMissileSuperiority","No paramaters needed",
"Returns true if the combined missile streangth of the enemy is greater than the missile streangth of the player"
,"BattleEnemyHasMissileSuperiority()","Ingimar",FUN_10164ab0);
_atexit(FUN_116de630);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c400(void)
{
FUN_10c978f0("BattleEnemyShipActionStatus","Single string with action status",
"Returns true if the action status of the enemy ship matches : dismasted, firing, hull_damaged, routing, sinking, wavering."
,"BattleEnemyShipActionStatus","Ingimar",&LAB_10164e60);
_atexit(FUN_116de640);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c440(void)
{
FUN_10c978f0("BattleEnemyShipOnFire","No parameters needed",
"Checks whether any of the enemies ships are on fire, returns true or false",
"BattleEnemyShipOnFire()","Ingimar",FUN_10164f50);
_atexit(FUN_116de650);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c480(void)
{
FUN_10c978f0("BattleEnemyUnitActionStatus","Single string with action status",
"Returns true if the action status of the enemy unit matches : charging, exhausted, fighting_melee, firing, hiding, idling moving, moving_fast, pursue_routers, rallying, routing, wavering."
,"BattleEnemyUnitActionStatus(\"hiding\")","Ingimar",FUN_10165080);
_atexit(FUN_116de660);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c4c0(void)
{
FUN_10c978f0("BattleEnemyUnitCategory",
"One lowercase string with the enemies unit\'s category name ( see units table )",
"Takes in a unit category string and returns true if there is an enemy and it matches the category of the enemy unit"
,"BattleEnemyUnitCategory(\"category\")","Ingimar",FUN_10165150);
_atexit(FUN_116de670);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c500(void)
{
FUN_10c978f0("BattleEnemyUnitClass",
"One lowercase string with the unit\'s class name ( see unit_stats_land table )",
"Takes in a unit class string and returns true if it matches the unit class of the enemy unit"
,"BattleEnemyUnitClass(\"class\")","Ingimar",FUN_10165230);
_atexit(FUN_116de680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c540(void)
{
FUN_10c978f0("BattleEnemyUnitCurrentFormation",
"Takes in a single string which can be one of the following : block_formation, pike_square_formation, pike_wall_formation, square_formation, diamond_formation, wedge_formation, light_infantry_behaviour."
,
"Returns true if the unit has an enemy and the string matches the current formation employed by the enemy, otherwise it returns false"
,&DAT_1173dad0,"Ingimar",FUN_10165300);
_atexit(FUN_116de690);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c580(void)
{
FUN_10c978f0("BattleEnemyUnitOnLeftFlank","No parameters needed",
"Returns true if there\'s an enemy unit on the left flank",
"BattleEnemyUnitOnLeftFlank()","Ingimar",FUN_101653f0);
_atexit(FUN_116de6a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c5c0(void)
{
FUN_10c978f0("BattleEnemyUnitOnRightFlank","No parameters needed",
"Returns true if there\'s an enemy unit on the right flank",
"BattleEnemyUnitOnRightFlank()","Ingimar",FUN_10165470);
_atexit(FUN_116de6b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c600(void)
{
FUN_10c978f0("BattleEnemyUnitSpecialAbilitySupported",
"Special Ability string : pike_square_formation, pike_wall_formation, square_formation, wedge_formation, diamond_formation, light_infantry_behaviour, loose_formation, fire_and_advance, plug_bayonets, fougasse_improved, fougasse_basic, wooden_stakes, chevaux_de_frise, gabionade, earthworks, dismount, unlimber, none"
,
"If there is an enemy unit then the condition checks all of the enemy unit\'s special abilities and returns true if the unit has the special ability"
,"BattlePlayerUnitSpecialAbilitySupported(\"ability\")","Ingimar",FUN_101654f0);
_atexit(FUN_116de6c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c640(void)
{
FUN_10c978f0("BattleEnemyUnitTechnologySupported",
"Technology string : ring_bayonets, socket_bayonets, fire_mounted",
"Checks whether the unit has the technology passed in and returns true if the unit has the technology"
,"BattleEnemyUnitTechnologySupported(\"ring_bayonets\")","Ingimar",FUN_101655e0);
_atexit(FUN_116de6d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c680(void)
{
FUN_10c978f0("BattleHasCoverBuildings","No parameters needed",
"Returns true if it finds an occupiable building","BattleHasCoverBuildings()",
"Ingimar",FUN_10165690);
_atexit(FUN_116de6e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c6c0(void)
{
FUN_10c978f0("BattleHasCoverWalls","No parameters needed",
"Returns true if the battlefield has walls that the men can take cover against",
"BattleHasCoverWalls()","Ingimar",FUN_10165740);
_atexit(FUN_116de6f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c700(void)
{
FUN_10c978f0("BattleIsAmbushConflict","No parameters needed",
"Returns true if there is a fort in the battle","BattleIsAmbushConflict()","Ingimar",
FUN_101657c0);
_atexit(FUN_116de700);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c740(void)
{
FUN_10c978f0("BattleIsLandConflict","No parameters needed",
"Returns true if battle is being fought on land (this will NOT return true for fort battles)"
,"BattleIsLandConflict()","Ingimar",FUN_10165830);
_atexit(FUN_116de710);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c780(void)
{
FUN_10c978f0("BattleIsNavalConflict","No parameters needed",
"Returns true if battle is being fought on sea","BattleIsNavalConflict()","Ingimar",
FUN_101658d0);
_atexit(FUN_116de720);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c7c0(void)
{
FUN_10c978f0("BattleIsSiegeConflict","No parameters needed",
"Returns true if there is a fort in the battle","BattleIsSiegeConflict()","Ingimar",
FUN_10165960);
_atexit(FUN_116de730);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c800(void)
{
FUN_10c978f0("BattlePlayerAllianceDefendingHill","No parameters needed",
"Returns true if a unit in the alliance is stationed on a hill",
"BattlePlayerAllianceDefendingHill()","Ingimar",FUN_101659f0);
_atexit(FUN_116de740);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c840(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageCanHide","No parameters needed",
"Checks the percentage of player units ( in alliance ) that can hide, returns a percentage"
,"BattlePlayerAlliancePercentageCanHide()","Ingimar",FUN_10165b40);
_atexit(FUN_116de750);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c880(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageGuerrillas",
"A single string representing the class of a unit ( see unit_stats_land table )",
"Goes through the players alliance and searches for all the units that have guerrilla deployment"
,"BattlePlayerAlliancePercentageGuerrillas","Scott",&LAB_10165bb0);
_atexit(FUN_116de760);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c8c0(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageOfAmmoType",
"Takes in a string describing the shottype ( see projectile_shot_type_enum_table )",
"Returns the percentage of units in the alliance that have the specified ammo type",
"BattlePlayerAlliancePercentageOfAmmoType(\"bullet\")","Ingimar",FUN_10165ce0);
_atexit(FUN_116de770);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c900(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageOfClassAndCategory",
"Two lowercase strings, first being the particular class string (see unit_stats_land table ) and second being the category string ( see units table )"
,
"Takes in Class and Category of a particular unit and goes through players army and returns the percentage that match the class and category"
,"BattlePlayerAlliancePercentageOfClassAndCategory(\"class\", \"category\")",
"Ingimar",FUN_10165e60);
_atexit(FUN_116de780);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c940(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageOfMountType",
"A lowercase string with the unit\'s mount type to be checked ( see type in battle_entities table )"
,
"Determine the percentage of units in the players army that have the type of mount passed to the condition"
,"BattlePlayerPercentageOfMountType(\"mount_type\")","Ingimar",FUN_10165fd0);
_atexit(FUN_116de790);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c980(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageOfSpecialAbility",
"Special Ability string : pike_square_formation, pike_wall_formation, square_formation, wedge_formation, diamond_formation, light_infantry_behaviour, loose_formation, fire_and_advance, plug_bayonets, dismount, unlimber, none"
,"Checks all of the Armies in the players alliance for the special ability",
"BattlePlayerAlliancePercentageOfSpecialAbility(\"ability\")","Ingimar",FUN_101660d0)
;
_atexit(FUN_116de7a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000c9c0(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageOfTechnology",
"Technology string : ring_bayonets, socket_bayonets, fire_mounted",
"Checks all of the Armies in the players alliance for the technology and returns the percentage of those that have it"
,"BattlePlayerAlliancePercentageOfTechnology(\"ring_bayonets\")","Ingimar",
FUN_10166170);
_atexit(FUN_116de7b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ca00(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageOfUnitCategory",
"A single string representing the category of a unit ( see units table )",
"Goes through the players alliance and searches for all the units that fit the given category description"
,"BattlePlayerAlliancePercentageOfUnitCategory(\"category\")","Ingimar",FUN_101661f0)
;
_atexit(FUN_116de7c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ca40(void)
{
FUN_10c978f0("BattlePlayerAlliancePercentageOfUnitClass",
"A single string representing the class of a unit ( see unit_stats_land table )",
"Goes through the players alliance and searches for all the units that fit the given class description"
,"BattlePlayerAlliancePercentageOfUnitClass(\"class\")","Ingimar",FUN_10166350);
_atexit(FUN_116de7d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ca80(void)
{
FUN_10c978f0("BattlePlayerAllianceToEnemyAllianceRatio","No parameters needed",
"Returns the ratio PlayersAlliance/EnemyAlliance in terms of men on the battlefield",
"BattlePlayerAllianceToEnemyAllianceRatio() > 0.5 would mean that the players alliance has half as many men as the enemy\'s alliance"
,"Ingimar",FUN_101664b0);
_atexit(FUN_116de7e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cac0(void)
{
FUN_10c978f0("BattlePlayerDefendingFort","No parameters needed",
"Returns true if player is still in control of the fort and is tasked to defend it.",
"BattlePlayerDefendingFort()","Ingimar",FUN_10166720);
_atexit(FUN_116de7f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cb00(void)
{
FUN_10c978f0("BattlePlayerDirectionOfMeleeAttack",
"Possible string paramaters are \"front\", \"left_flank\", \"right_flank\" and \"behind\""
,
"Returns true if the passed parameter matches the direction of melee attack for the unit"
,"BattlePlayerDirectionOfMeleeAttack(\"left_flank\")","Ingimar",FUN_10166810);
_atexit(FUN_116de800);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cb40(void)
{
FUN_10c978f0("BattlePlayerDirectionOfMissileAttack",
"Possible string paramaters are \"front\", \"left_flank\", \"right_flank\" and \"behind\""
,
"Returns true if the passed parameter matches the direction of missile attack for the unit"
,"BattlePlayerDirectionOfMissileAttack(\"right_flank\")","Ingimar",FUN_10166900);
_atexit(FUN_116de810);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cb80(void)
{
FUN_10c978f0("BattlePlayerSailsPercentageDamaged","No parameters needed",
"Returns the floating point value of percentage damaged in the range 0.0 to 100.0",
"BattlePlayerSailsPercentageDamaged()","Ingimar",FUN_10166a20);
_atexit(FUN_116de820);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cbc0(void)
{
FUN_10c978f0("BattlePlayerShipActionStatus","Single string with action status",
"Returns true if the action status of the ship : dismasted, firing, hull_damaged, routing, sinking, wavering."
,"BattlePlayerShipActionStatus(\"hiding\")","Ingimar",FUN_10166aa0);
_atexit(FUN_116de830);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cc00(void)
{
FUN_10c978f0("BattlePlayerShipClass",
"One lowercase string with the unit\'s class name ( see unit_stats_naval table )",
"Takes in a ship class and returns true if it matches the ship class of the ship",
"BattlePlayerShipClass(\"class\")","Ingimar",FUN_10166b40);
_atexit(FUN_116de840);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cc40(void)
{
FUN_10c978f0("BattlePlayerUnitActionStatus","Single string with action status",
"Returns true if the action status of the unit matches UNIT: charging, exhausted, fighting_melee, firing, hiding, idling moving, moving_fast, pursue_routers, rallying, routing, wavering."
,"BattlePlayerUnitActionStatus(\"hiding\")","Ingimar",FUN_10166b80);
_atexit(FUN_116de850);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cc80(void)
{
FUN_10c978f0("BattlePlayerUnitAmmoType",
"Takes in a string describing the shottype ( see projectile_shot_type_enum table )",
"Returns true if the unit has the ammo type","BattlePlayerUnitAmmoType(\"bullet\")",
"Ingimar",FUN_10166c20);
_atexit(FUN_116de860);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ccc0(void)
{
FUN_10c978f0("BattlePlayerUnitCategory",
"One lowercase string with the unit\'s category name ( see units table )",
"Takes in a unit category string and returns true if it matches the unit category of the unit"
,"BattlePlayerUnitCategory(\"category\")","Ingimar",FUN_10166cd0);
_atexit(FUN_116de870);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cd00(void)
{
FUN_10c978f0("BattlePlayerUnitClass",
"One lowercase string with the unit\'s class name ( see unit_stats_land table )",
"Takes in a unit class string and returns true if it matches the unit class of the unit"
,"BattlePlayerUnitClass(\"class\")","Ingimar",&LAB_10166d70);
_atexit(FUN_116de880);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cd40(void)
{
FUN_10c978f0("BattlePlayerUnitCurrentFormation",
"Takes in a single string which can be one of the following : block_formation, pike_square_formation, pike_wall_formation, square_formation, diamond_formation, wedge_formation, light_infantry_behaviour."
,
"Returns true if the string matches the current formation employed, otherwise it returns false"
,"BattlePlayerUnitCurrentFormation( \"pike_square_formation\" )","Ingimar",
&LAB_10166e10);
_atexit(FUN_116de890);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cd80(void)
{
FUN_10c978f0("BattlePlayerUnitDefendingHill","No paramaters needed",
"Returns true if a unit is stationed on a hill","BattlePlayerUnitDefendingHill()",
"Ingimar",&LAB_10166ec0);
_atexit(FUN_116de8a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cdc0(void)
{
FUN_10c978f0("BattlePlayerUnitEngagedInMelee","No parameters needed",
"Returns true if a unit is in a melee fight","BattlePlayerUnitEngagedInMelee()",
"Ingimar",FUN_10166fa0);
_atexit(FUN_116de8b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ce00(void)
{
FUN_10c978f0("BattlePlayerUnitEngaged","No parameters needed",
"Returns true if a unit is either in a firefight or melee",
"BattlePlayerUnitEngaged()","Ingimar",&LAB_10167010);
_atexit(FUN_116de8c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ce40(void)
{
FUN_10c978f0("BattlePlayerUnitMountType",
"A lowercase string with the unit\'s mount type to be checked ( see type in battle_entities ) table"
,
"Determines whether the unit is mounted on the type of mount passed to the condition"
,"BattlePlayerUnitMountClass(\"mount_type\")","Ingimar",FUN_101670e0);
_atexit(FUN_116de8d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000ce80(void)
{
FUN_10c978f0("BattlePlayerUnitMovingFast","No parameters needed",
"Returns true if the unit is moving fast, otherwise false",
"BattlePlayerUnitMovingFast()","Ingimar",FUN_10167190);
_atexit(FUN_116de8e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cec0(void)
{
FUN_10c978f0("BattlePlayerUnitSpecialAbilityActive",
"Special Ability string : pike_square_formation, pike_wall_formation, square_formation, wedge_formation, diamond_formation, light_infantry_behaviour, loose_formation, fire_and_advance, plug_bayonets, dismount, unlimber, none"
,"Checks whether the specified unit ability is active",
"BattlePlayerUnitSpecialAbilityActive()","Ingimar",FUN_101672b0);
_atexit(FUN_116de8f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cf00(void)
{
FUN_10c978f0("BattlePlayerUnitSpecialAbilitySupported",
"Special Ability string : pike_square_formation, pike_wall_formation, square_formation, wedge_formation, diamond_formation, light_infantry_behaviour, loose_formation, fire_and_advance, plug_bayonets, dismount, unlimber, none"
,"Checks all of the units special abilities and returns true if the unit has ability"
,"BattlePlayerUnitSpecialAbilitySupported(\"ability\")","Ingimar",FUN_10167390);
_atexit(FUN_116de900);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cf40(void)
{
FUN_10c978f0("BattlePlayerUnitTechnologySupported",
"Technology string : ring_bayonets, socket_bayonets, fire_mounted",
"Checks whether the unit has the technology passed in and returns true if the unit has the technology"
,"BattlePlayerUnitTechnologySupported(\"ring_bayonets\")","Ingimar",FUN_10167450);
_atexit(FUN_116de910);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cf80(void)
{
FUN_10c978f0("BattleShipIsPlayers","No parameters needed",
"Returns true if the unit is part of the players army","BattleShipIsPlayers",
"Ingimar",FUN_101674c0);
_atexit(FUN_116de920);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000cfc0(void)
{
FUN_10c978f0("BattleShipSailsPercentageDamage","No parameters needed",
"Returns the percentile of damage the sails have recieved in the range 0.0 to 100.0",
"BattlePlayerShipSailsPercentageDamage()","Ingimar",FUN_10166a20);
_atexit(FUN_116de930);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000d000(void)
{
FUN_10c978f0("BattleTimeLimitSet","No parameters needed",
"Returns true if there\'s an alliance in a the battle that will win on a timeout",
"BattleTimeLimitSet()","Ingimar",FUN_10167670);
_atexit(FUN_116de940);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000d040(void)
{
FUN_10c978f0("BattleType",
"Battle type string : normal, land_normal, land_bridge, fort_standard, fort_sally, fort_relief, settlement_standard, settlement_sally, settlement_relief settlement_unfortified, town_normal, naval_normal, naval_blockade, naval_breakout. Please see designers for which of these are supported."
,"Returns true if the battle type matches the one supplied","BattleType(\"normal\")",
"Ingimar",FUN_10167700);
_atexit(FUN_116de950);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000d080(void)
{
FUN_10c978f0("BattleUnitIsAllied","No parameters needed",
"Returns true if the unit is part of the players alliance","BattleUnitIsAllied()",
"Ingimar",FUN_101677b0);
_atexit(FUN_116de960);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000d0c0(void)
{
FUN_10c978f0("BattleUnitIsPlayers","No parameters needed",
"Returns true if the unit is part of the players army","BattleUnitIsPlayers()",
"Ingimar",FUN_101678b0);
_atexit(FUN_116de970);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100344d0(void)
{
FUN_10c978f0("MapPositionNear","Location on the map",
"check to see if a map location is near the one returned by the context",
"MapPositionNear(x, y, distance)",&DAT_1179b680,&LAB_107e7b40);
_atexit(FUN_116fccb0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034510(void)
{
FUN_10c978f0("MapPosition","Location on the map",
"check to see if a map location matches the one return by the context",
"MapPosition(x, y)",&DAT_1179ebf0,FUN_107e7c00);
_atexit(FUN_116fccc0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035cb0(void)
{
FUN_10c978f0("AdjacentRegionRebelling",&DAT_1173e900,
"Are any of the regions adjacent to the region rebelling","AdjacentRegionRebelling()"
,&DAT_117a1590,FUN_108109c0);
_atexit(FUN_116fdaa0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035cf0(void)
{
FUN_10c978f0("AnyFactionDestroyedLastTurn",&DAT_1173e900,
"Has any faction been destroyed since the last turn","AnyFactionDestroyedLastTurn()",
&DAT_1179b680,FUN_10810a80);
_atexit(FUN_116fdab0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035d30(void)
{
FUN_10c978f0("ArmyIsAlliedCampaign",&DAT_1173e900,
"Does the army belong to a faction allied to the player faction",
"ArmyIsAlliedCampaign()",&DAT_117a1590,FUN_10810af0);
_atexit(FUN_116fdac0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035d70(void)
{
FUN_10c978f0("ArmyIsLocalCampaign",&DAT_1173e900,"Does the army belong to the player faction?",
"ArmyIsLocalCampaign()",&DAT_117a1590,FUN_10810bb0);
_atexit(FUN_116fdad0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035f00(void)
{
FUN_10c978f0("BattleResult",
"Result of the battle, e.g. \"crushing_defeat\", \"major_victory\", \"pyrrhic_victory\""
,"Returns true if the battle result matches the one supplied",
"BattleResult(\"decisive_victory\")",&DAT_117a159c,FUN_10810db0);
_atexit(FUN_116fdae0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035f40(void)
{
FUN_10c978f0("BattlesFought",&DAT_1178eec8,"How many battles has this character fought in?",
"BattlesFought()",&DAT_117a159c,FUN_10810f20);
_atexit(FUN_116fdaf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035f80(void)
{
FUN_10c978f0("BuildingTypeExistsAtSettlement",
"The key of the building level you are querying from the building_levels table",
"Tests if a building of the specified type exists in the region settlement",
"BuildingTypeExistsAtSettlement(\"barracks\")",&DAT_117a1590,&LAB_10810f70);
_atexit(FUN_116fdb00);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035fc0(void)
{
FUN_10c978f0("BuildingTypeExistsAtSlot",
"The key of the building level you are querying from the building_levels table",
"Tests if a building of the specified type exists in the region slot",
"BuildingTypeExistsAtSlot(\"barracks\")",&DAT_117a1590,FUN_10811040);
_atexit(FUN_116fdb10);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037c80(void)
{
FUN_10c978f0("CampaignBattleType",
"Battle type string : normal, land_normal, land_bridge, fort_standard, fort_sally, fort_relief, settlement_standard, settlement_sally, settlement_relief settlement_unfortified, town_normal, naval_normal, naval_blockade, naval_breakout. Please see designers for which of these are supported."
,"Returns true if the battle type matches the one supplied",
"CampaignBattleType(\"normal\")",&DAT_117a159c,FUN_108116f0);
_atexit(FUN_116fdb20);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037cc0(void)
{
FUN_10c978f0("CampaignName","Name of the campaign to compare against, from the campaigns table",
"Returns whether or not the current campaign name matches the supplied parameter",
"CampaignName(\'main\')",&DAT_1173e50c,FUN_108117d0);
_atexit(FUN_116fdb30);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037d00(void)
{
FUN_10c978f0("CampaignNumberOfUnitsInEnemyAlliance",&DAT_1178eec8,
"Number of units in the alliance opposing character in context",
"CampaignNumberOfUnitsInEnemyAlliance()",&DAT_1179b680,FUN_108118d0);
_atexit(FUN_116fdb40);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037d40(void)
{
FUN_10c978f0("CampaignNumberOfUnitsInEnemyArmy",&DAT_1178eec8,
"Number of units in the primary army of the primary faction of the force opposing the army commanded by the character in context"
,"CampaignNumberOfUnitsInEnemyArmy()",&DAT_1179b680,FUN_108119c0);
_atexit(FUN_116fdb50);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037d80(void)
{
FUN_10c978f0("CampaignNumberOfUnitsInPlayerAlliance",&DAT_1178eec8,
"Number of units in the alliance containing character in context",
"CampaignNumberOfUnitsInPlayerAlliance()",&DAT_1179b680,FUN_10811ad0);
_atexit(FUN_116fdb60);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037dc0(void)
{
FUN_10c978f0("CampaignNumberOfUnitsInPlayerArmy",&DAT_1178eec8,
"Number of units in the army commanded by the character in context",
"CampaignNumberOfUnitsInPlayerArmy()",&DAT_1179b680,FUN_10811bc0);
_atexit(FUN_116fdb70);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037e00(void)
{
FUN_10c978f0("CampaignPercentageOfOwnCaptured",&DAT_1178eec8,
"Percentage of own men/ships captured in the battle that just took place",
"CampaignPercentageOfOwnCaptured()",&DAT_117a159c,FUN_10811cf0);
_atexit(FUN_116fdb80);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037e40(void)
{
FUN_10c978f0("CampaignPercentageOfOwnKilled",&DAT_1178eec8,
"Percentage of own men/ships killed in the battle that just took place",
"CampaignPercentageOfOwnKilled()",&DAT_117a159c,FUN_10811dc0);
_atexit(FUN_116fdb90);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037e80(void)
{
FUN_10c978f0("CampaignPercentageOfOwnRouted",&DAT_1178eec8,
"Percentage of own men/ships that routed in the battle that just took place",
"CampaignPercentageOfOwnRouted()",&DAT_117a159c,FUN_10811ef0);
_atexit(FUN_116fdba0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037ec0(void)
{
FUN_10c978f0("CampaignPercentageOfThemCaptured",&DAT_1178eec8,
"Percentage of opposing men/ships captured in the battle that just took place",
"CampaignPercentageOfThemCaptured()",&DAT_117a159c,FUN_10812030);
_atexit(FUN_116fdbb0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037f00(void)
{
FUN_10c978f0("CampaignPercentageOfThemKilled",&DAT_1178eec8,
"Percentage of opposing men/ships killed in the battle that just took place",
"CampaignPercentageOfThemKilled()",&DAT_117a159c,FUN_10812100);
_atexit(FUN_116fdbc0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037f40(void)
{
FUN_10c978f0("CampaignPercentageOfThemRouted",&DAT_1178eec8,
"Percentage of opposing men/ships that routed in the battle that just took place",
"CampaignPercentageOfThemRouted()",&DAT_117a159c,FUN_10812230);
_atexit(FUN_116fdbd0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037f80(void)
{
FUN_10c978f0("CampaignPercentageOfUnitCategory",&DAT_1178eec8,
"Percentage of type of ships/units under an admirals/generals command",
"CampaignPercentageOfUnitCategory(\"naval_frigate\")",&DAT_117a159c,FUN_10812370);
_atexit(FUN_116fdbe0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037fc0(void)
{
FUN_10c978f0("CharacterAbility","Ability name (valid key from abilities table)",
"Returns whether a character can perform the ability specified",
"CharacterAbility(\"can_assassinate\")",&DAT_117a2ecc,FUN_108124f0);
_atexit(FUN_116fdbf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038000(void)
{
FUN_10c978f0("CharacterArmyCouldReplenishFromBattle",&DAT_1178eec8,
"Test to see if an army involved in the current pending battle and belonging to the player can replenish"
,"CharacterArmyCouldReplenishFromBattle()",&DAT_1179b680,FUN_10812580);
_atexit(FUN_116fdc00);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038040(void)
{
FUN_10c978f0("CharacterArmyUsedCoverBuildings",&DAT_1178eec8,
"Did the characters army use buildings for conver?",
"CharacterArmyUsedCoverBuildings()",&DAT_1179b680,FUN_10812630);
_atexit(FUN_116fdc10);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038080(void)
{
FUN_10c978f0("CharacterArmyUsedCoverWalls",&DAT_1178eec8,
"Did the characters army use walls for cover?","CharacterArmyUsedCoverWalls()",
&DAT_1179b680,FUN_10812740);
_atexit(FUN_116fdc20);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100380c0(void)
{
FUN_10c978f0("CharacterAttribute","Attribute name (valid key from agent_attributes table)",
"Returns the value of the attribute specified. This doesn\'t account for any given situation bonuses"
,"CharacterAttribute(\"command_land\") >= 2",&DAT_117a2ecc,&LAB_10812850);
_atexit(FUN_116fdc30);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038100(void)
{
FUN_10c978f0("CharacterBattleWallsBreached",&DAT_1178eec8,
"Did the characters army breach the walls of a fort?",
"CharacterBattleWallsBreached()",&DAT_1179b680,FUN_10812870);
_atexit(FUN_116fdc40);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038140(void)
{
FUN_10c978f0("CharacterBuildingConstructed","The building type",
"Did this building type just get constructed?",
"CharacterBuildingConstructed(\"vineyards\")",&DAT_117a159c,FUN_10812980);
_atexit(FUN_116fdc50);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038180(void)
{
FUN_10c978f0("CharacterCapturedEnemyShip",&DAT_1178eec8,
"Did the given character capture an enemy ship?","CharacterCapturedEnemyShip()",
&DAT_117a159c,FUN_10812a10);
_atexit(FUN_116fdc60);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100381c0(void)
{
FUN_10c978f0("CharacterCommandsNavy",&DAT_1178eec8,"Does a character command a navy?",
"CharacterCommandsNavy()",&DAT_117a1590,FUN_10812aa0);
_atexit(FUN_116fdc70);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038200(void)
{
FUN_10c978f0("CharacterCultureType",
"Valid entry from \'key\' field from cultures table in Empire.mdb",
"Returns true if the character context is of the culture specified",
"CharacterCultureType(\"tribal\")",&DAT_117a2ecc,FUN_10812b10);
_atexit(FUN_116fdc80);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038240(void)
{
FUN_10c978f0("CharacterDuelWeapon",&DAT_1173e900,
"Did the given character use the given weapon in the duel?",
"CharacterDuelWeapon(\"duelling_pistols\")",&DAT_117a159c,FUN_10166b40);
_atexit(FUN_116fdc90);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038280(void)
{
FUN_10c978f0("CharacterDuelsFought",&DAT_1178eec8,
"Number of duels a character has fought. Character context","CharacterDuelsFought()",
&DAT_117a1590,FUN_10812bc0);
_atexit(FUN_116fdca0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100382c0(void)
{
FUN_10c978f0("CharacterDuelsLost",&DAT_1178eec8,
"Number of duels a character has lost. Character context","CharacterDuelsLost()",
&DAT_117a1590,FUN_10812c30);
_atexit(FUN_116fdcb0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038300(void)
{
FUN_10c978f0("CharacterDuelsWon",&DAT_1178eec8,
"Number of duels a character has won. Character context","CharacterDuelsWon()",
&DAT_117a1590,FUN_10812ca0);
_atexit(FUN_116fdcc0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038340(void)
{
FUN_10c978f0("CharacterEndedInAmbushPosition",&DAT_1173e900,
"Returns true if the character is in an ambush position, as used in conjunction with out of mp this has just happened"
,"CharacterEndedInAmbushPosition()",&DAT_117a159c,FUN_10812d10);
_atexit(FUN_116fdcd0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038380(void)
{
FUN_10c978f0("CharacterFactionAdmiralCount",&DAT_1173e900,
"How many admirals does this characters faction have?",
"CharacterFactionAdmiralCount()",&DAT_117a159c,FUN_10812d70);
_atexit(FUN_116fdce0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100383c0(void)
{
FUN_10c978f0("CharacterFactionGeneralCount",&DAT_1173e900,
"How many generals does this characters faction have?",
"CharacterFactionGeneralCount()",&DAT_117a159c,FUN_10812d70);
_atexit(FUN_116fdcf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038400(void)
{
FUN_10c978f0("CharacterFactionHasTechType","A valid key from the technologies table.",
"Does the characters faction have the specified technology",
"CharacterFactionHasTechType(\"enlightenment_abolition_of_slavery\")",&DAT_117a159c,
FUN_10812e20);
_atexit(FUN_116fdd00);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038440(void)
{
FUN_10c978f0("CharacterFactionMinisterAncillary","Ancillary name",
"Tests whether any minister in the characters faction has the specified ancillary",
"CharacterFactionMinisterAncillary(\"Ancillary_Boxer\")",&DAT_1179b680,FUN_10812ef0);
_atexit(FUN_116fdd10);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038480(void)
{
FUN_10c978f0("CharacterFactionMinisterTrait","Trait name",
"Tests whether any minister in the characters faction has the named trait",
"CharacterFactionMinisterTrait(\"drunkard\")",&DAT_1179b680,FUN_10812ff0);
_atexit(FUN_116fdd20);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100384c0(void)
{
FUN_10c978f0("CharacterFactionName","The db record key for the faction",
"Is characters faction the one specified?","CharacterFactionName(\"britain\")",
&DAT_117a159c,FUN_108130f0);
_atexit(FUN_116fdd30);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038500(void)
{
FUN_10c978f0("CharacterFactionReligion","religion key from region table",
"Returns whether the religion of the character context\'s faction matches the specified religion"
,"CharacterFactionReligion(\"rel_buddhist\")",&DAT_1179b680,FUN_108131a0);
_atexit(FUN_116fdd40);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038540(void)
{
FUN_10c978f0("CharacterFactionSubcultureType","Subculture key",
"Is the character part of the given subculture?",
"CharacterFactionSubcultureType(\"sc_indian_islamic\")",&DAT_117a159c,FUN_10813260);
_atexit(FUN_116fdd50);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038580(void)
{
FUN_10c978f0("CharacterForename","The forename\'s db key","Does the character have this forename?"
,"CharacterForename(\"names_name_names_irishAlan\")",&DAT_117a2ed8,&LAB_108132f0);
_atexit(FUN_116fdd60);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100385c0(void)
{
FUN_10c978f0("CharacterFoughtCulture",&DAT_1178eec8,"Has this character just fought this culture?"
,"CharacterFoughtCulture(\"tribal\")",&DAT_117a159c,FUN_108133a0);
_atexit(FUN_116fdd70);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038600(void)
{
FUN_10c978f0("CharacterHasAncillary","Ancillary name",
"Tests whether the character has the specified ancillary",
"CharacterHasAncillary(\"Ancillary_Boxer\")",&DAT_1179b680,FUN_108134a0);
_atexit(FUN_116fdd80);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038640(void)
{
FUN_10c978f0("CharacterHasTrait","The name of the trait",
"Does this character have the given trait?","CharacterHasTrait(\"drunkard\")",
&DAT_117a159c,FUN_10813550);
_atexit(FUN_116fdd90);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038680(void)
{
FUN_10c978f0("CharacterHoldsPost",&DAT_1178eec8,"Is this character a minister with a post?",
"CharacterHoldsPost()",&DAT_117a159c,&LAB_108135f0);
_atexit(FUN_116fdda0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100386c0(void)
{
FUN_10c978f0("CharacterHusbandHasTrait","The name of the trait",
"Does this character\'s husband have the given trait?",
"CharacterHusbandHasTrait(\"drunkard\")",&DAT_1179b680,FUN_10813660);
_atexit(FUN_116fddb0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038700(void)
{
FUN_10c978f0("CharacterInBuildingOfChain",&DAT_1173dad0,
"Is the character in a building of this chain type?",
"CharacterInBuildingOfChain(\"tobacco\")",&DAT_117a159c,&LAB_10813720);
_atexit(FUN_116fddc0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038740(void)
{
FUN_10c978f0("CharacterInBuildingType",&DAT_1173dad0,
"Is the character in a building of this type?",
"CharacterInBuildingType(\"naval_college\")",&DAT_117a159c,FUN_10813870);
_atexit(FUN_116fddd0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038780(void)
{
FUN_10c978f0("CharacterInEnemyLands",&DAT_1173dad0,"Is the character in enemy lands?",
"CharacterInEnemyLands()",&DAT_117a159c,FUN_108139b0);
_atexit(FUN_116fdde0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100387c0(void)
{
FUN_10c978f0("CharacterInHomeRegion",&DAT_1173dad0,"Is the character in their home region?",
"CharacterInHomeRegion()",&DAT_117a159c,FUN_10813a40);
_atexit(FUN_116fddf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038800(void)
{
FUN_10c978f0("CharacterInOwnFactionLands",&DAT_1173dad0,
"Is the character in their own factions lands?","CharacterInOwnFactionLands()",
&DAT_117a159c,FUN_10813ad0);
_atexit(FUN_116fde00);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038840(void)
{
FUN_10c978f0("CharacterInRegion","The region key","Is the character in the given region?",
"CharacterInRegion(\"england\")",&DAT_117a159c,FUN_10813b60);
_atexit(FUN_116fde10);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038880(void)
{
FUN_10c978f0("CharacterInTheatre",&DAT_1173e900,"Is the character in the specified theatre",
"CharacterInTheatre(\"-1133129049\")",&DAT_117a1590,FUN_10813c00);
_atexit(FUN_116fde20);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100388c0(void)
{
FUN_10c978f0("CharacterIsAlliedCampaign",&DAT_1178eec8,
"The character is allied to the local faction?","CharacterIsAllied()",&DAT_117a1590,
FUN_10813ce0);
_atexit(FUN_116fde30);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038900(void)
{
FUN_10c978f0("CharacterIsEnemyCampaign",&DAT_1178eec8,
"The character is an enemy of the local faction?","CharacterIsEnemy()",&DAT_117a1590,
FUN_10813d90);
_atexit(FUN_116fde40);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038940(void)
{
FUN_10c978f0("CharacterIsFemale",&DAT_1173dad0,
"Returns whether the character in context is female","CharacterIsFemale()",
&DAT_1179b680,FUN_10813e40);
_atexit(FUN_116fde50);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038980(void)
{
FUN_10c978f0("CharacterIsLocalCampaign",&DAT_1173e900,
"Does the character belong to the player faction?","CharacterIsLocalCampaign()",
&DAT_117a1590,FUN_10813eb0);
_atexit(FUN_116fde60);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100389c0(void)
{
FUN_10c978f0("CharacterMPPercentageRemaining",&DAT_1178eec8,
"Returns the percentage of movement points remaining as in integer value",
"CharacterMPPercentageRemaining() < 50",&DAT_117a2ecc,FUN_10813f60);
_atexit(FUN_116fde70);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038a00(void)
{
FUN_10c978f0("CharacterMinisterialPosition","Ministerial position",
"Does the character hold the specified ministerial position?",
"CharacterMinisterialPosition(\"governor_europe\")",&DAT_117a159c,FUN_10814000);
_atexit(FUN_116fde80);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038a40(void)
{
FUN_10c978f0("CharacterNumberOfChildren",&DAT_1178eec8,
"How many children does this character have?","CharacterNumberOfChildren()",
&DAT_1179b680,FUN_108140a0);
_atexit(FUN_116fde90);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038a80(void)
{
FUN_10c978f0("CharacterOlderThan",&DAT_117aab60,
"Returns whether the character is older than the given age","CharacterOlderThan(16)",
&DAT_1179b680,FUN_108140f0);
_atexit(FUN_116fdea0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038ac0(void)
{
FUN_10c978f0("CharacterRallied",&DAT_1178eec8,"Did the general rally at least one unit?",
"CharacterRallied()",&DAT_1179b680,FUN_10814170);
_atexit(FUN_116fdeb0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038b00(void)
{
FUN_10c978f0("CharacterRank",&DAT_1178eec8,"Rank of character (1-6)","CharacterRank()",
&DAT_117a2ed8,FUN_108142c0);
_atexit(FUN_116fdec0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038b40(void)
{
FUN_10c978f0("CharacterRouted",&DAT_1178eec8,"Has the character routed? in the last battle?",
"CharacterRouted()",&DAT_117a159c,FUN_10814330);
_atexit(FUN_116fded0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038b80(void)
{
FUN_10c978f0("CharacterRunsSpyNetwork",&DAT_1178eec8,
"Test to see if the character runs a spy network","CharacterRunsSpyNetwork()",
&DAT_1179b680,FUN_10814470);
_atexit(FUN_116fdee0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038bc0(void)
{
FUN_10c978f0("CharacterSpouseHasTrait","The name of the trait",
"Does this character\'s spouse have the given trait?",
"CharacterSpouseHasTrait(\"drunkard\")",&DAT_1179b680,FUN_108144c0);
_atexit(FUN_116fdef0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038c00(void)
{
FUN_10c978f0("CharacterStationaryForOneTurn",&DAT_1178eec8,
"Was the character stationary last turn (or longer)",
"CharacterStationaryForOneTurn()",&DAT_117a1590,FUN_10814570);
_atexit(FUN_116fdf00);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038c40(void)
{
FUN_10c978f0("CharacterSurname","The surname\'s db key","Does the character have this surname?",
"CharacterSurname(\"names_name_names_irishBlair\")",&DAT_117a2ed8,FUN_108145e0);
_atexit(FUN_116fdf10);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038c80(void)
{
FUN_10c978f0("CharacterTrait","Trait name",
"Returns the value of the specified trait (0 if not present)",
"CharacterTrait(\"drunkard\") > 2",&DAT_117a2ecc,FUN_10814690);
_atexit(FUN_116fdf20);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038cc0(void)
{
FUN_10c978f0("CharacterTurnsAtHome",&DAT_1173dad0,
"Returns the number of turns in home regions exclusively","CharacterTurnsAtHome()",
&DAT_117a159c,FUN_10814740);
_atexit(FUN_116fdf30);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038d00(void)
{
FUN_10c978f0("CharacterTurnsAtSea",&DAT_1173dad0,"Returns the number of turns at sea exclusively",
"CharacterTurnsAtSea()",&DAT_117a159c,&LAB_10814790);
_atexit(FUN_116fdf40);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038d40(void)
{
FUN_10c978f0("CharacterTurnsInEnemyLands",&DAT_1173dad0,
"Returns the number of turns in enemy regions exclusively",
"CharacterTurnsInEnemyLands()",&DAT_117a159c,&LAB_108147e0);
_atexit(FUN_116fdf50);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038d80(void)
{
FUN_10c978f0("CharacterType","Valid entry from \'key\' field from Agents table in Empire.mdb",
"Returns true if the character context is of the agent type specified",
"CharacterType(\"spy\")",&DAT_117a2ecc,&LAB_10814830);
_atexit(FUN_116fdf60);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038dc0(void)
{
FUN_10c978f0("CharacterWasAttacker",&DAT_1173e900,
"Was the character the attacker in the last battle?","CharacterWasAttacker()",
&DAT_117a159c,FUN_108148c0);
_atexit(FUN_116fdf70);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038e00(void)
{
FUN_10c978f0("CharacterWifeHasTrait","The name of the trait",
"Does this character\'s wife have the given trait?",
"CharacterWifeHasTrait(\"drunkard\")",&DAT_1179b680,FUN_10814950);
_atexit(FUN_116fdf80);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038e40(void)
{
FUN_10c978f0("CharacterWithdrewFromBattle",&DAT_1178eec8,
"Did the characters army withdraw from battle?","CharacterWithdrewFromBattle()",
&DAT_1179b680,&LAB_10814a10);
_atexit(FUN_116fdf90);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038e80(void)
{
FUN_10c978f0("CharacterWonBattle",&DAT_1178eec8,
"Is the character part of the winning alliance in a battle","CharacterWonBattle()",
&DAT_117a1590,FUN_10814b20);
_atexit(FUN_116fdfa0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038ec0(void)
{
FUN_10c978f0("CharacterWonDuel",&DAT_1173e900,"Did the given character win the Duel?",
"CharacterWonDuel()",&DAT_117a159c,FUN_10166b40);
_atexit(FUN_116fdfb0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038f00(void)
{
FUN_10c978f0("CharactersUnitRallied",&DAT_1178eec8,"Did the generals unit rally?",
"CharactersUnitRallied()",&DAT_1179b680,FUN_10814bb0);
_atexit(FUN_116fdfc0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038f40(void)
{
FUN_10c978f0("CommanderAncillary","Ancillary name",
"Returns whether the commander has the specified ancillary",
"CommanderAncillary(\"Ancillary_Boxer\")",&DAT_117a159c,FUN_10814d00);
_atexit(FUN_116fdfd0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038f80(void)
{
FUN_10c978f0("CommanderFoughtInBattle",&DAT_1178eec8,
"Did the characters unit fight in the battle? (melee or missile)",
"CommanderFoughtInBattle()",&DAT_117a159c,FUN_10814dc0);
_atexit(FUN_116fdfe0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10038fc0(void)
{
FUN_10c978f0("CommanderFoughtInMelee",&DAT_1178eec8,
"Did the characters unit engage in melee in the battle?","CommanderFoughtInMelee()",
&DAT_117a159c,FUN_10814f00);
_atexit(FUN_116fdff0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039000(void)
{
FUN_10c978f0("CommanderTrait","Trait name",
"Returns the value of the specified trait (0 if not present)",
"CommanderTrait(\"C_General_Mad\") > 2",&DAT_117a159c,FUN_10815040);
_atexit(FUN_116fe000);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039040(void)
{
FUN_10c978f0("DateAndWeekInRange","Start Week, Start Year, End Week, End Year (Inclusive)",
"Test to see if the current calendar year and week in year is within the years and weeks specified. Week should be 0 <= week < 48. start <= current <= end"
,"DateAndWeekInRange(0, 1066, 47, 2001)",&DAT_1179b680,FUN_10815100);
_atexit(FUN_116fe010);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039080(void)
{
FUN_10c978f0("DateInRange","Start Year, End Year (Inclusive)",
"Test to see if the current calendar year is within the years specified. start <= current <= end"
,"DateInRange(1066, 2001)",&DAT_1179b680,FUN_10815260);
_atexit(FUN_116fe020);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100390c0(void)
{
FUN_10c978f0("DefensiveSiegesFought",&DAT_1173e900,
"Returns the number of siege defences a general has attempted",
"DefensiveSiegesFought()",&DAT_117a1590,FUN_10815310);
_atexit(FUN_116fe030);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039100(void)
{
FUN_10c978f0("DefensiveSiegesWon",&DAT_1173e900,
"Returns the number of siege defences a general has won","DefensiveSiegesWon()",
&DAT_117a1590,FUN_10815380);
_atexit(FUN_116fe040);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039140(void)
{
FUN_10c978f0("DifficultyLevel",&DAT_1173e900,"What is the local faction\'s difficulty level?",
"DifficultyLevel()",&DAT_1179b680,FUN_108153f0);
_atexit(FUN_116fe050);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100391b0(void)
{
FUN_10c978f0("EnemyArmyGreaterCombatStrength",&DAT_1173dad0,
"Is the enemies army stronger than ours?","EnemyArmyGreaterCombatStrength()",
&DAT_117a159c,FUN_10815490);
_atexit(FUN_116fe060);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039b20(void)
{
FUN_10c978f0("FactionAllyCount",&DAT_1173e900,
"Returns the number of allies the characters faction has","FactionAllyCount() > 2",
&DAT_1179b680,FUN_10815660);
_atexit(FUN_116fe070);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039b60(void)
{
FUN_10c978f0("FactionBuildingExists",
"Parameter 1: A valid key from the factions table. Parameter 2: A valid key from the building_levels table."
,"Does the specified faction have at least one of the specified building",
"FactionBuildingExists(\"britain\", \"admiralty\")","Paul K",&LAB_10815770);
_atexit(FUN_116fe080);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039ba0(void)
{
FUN_10c978f0("FactionBuildingUnderConstruction",
"Parameter 1: A valid key from the factions table. Parameter 2: A valid key from the building_levels table. Parameter 3: A valid key from the regions table or the empty string."
,
"Does the specified faction have at least one of the specified building under construction"
,
"FactionBuildingUnderConstruction(\"tut_chosokabe\", \"SHO_Farming_1_Rice_Paddies\", \"jap_tut_tosa\")"
,"Paul K",FUN_108158c0);
_atexit(FUN_116fe090);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039be0(void)
{
FUN_10c978f0("FactionCanBuildBuilding","The building key from the building levels table",
"Can the faction build the specified building at this point",
"FactionCanBuildBuilding(\"admiralty\")",&DAT_117a1590,FUN_10815ac0);
_atexit(FUN_116fe0a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039c20(void)
{
FUN_10c978f0("FactionCashFlow",&DAT_1173e900,
"Returns the percentage surplus/loss of the factions regular income and expenditure",
"FactionCashFlow() > 10",&DAT_1179b680,FUN_10815cb0);
_atexit(FUN_116fe0b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039c60(void)
{
FUN_10c978f0("FactionDestroyedByCharacterFaction",&DAT_1173dad0,
"Did this characters faction destroy another faction this turn?",
"FactionDestroyedByCharacterFaction()",&DAT_117a159c,FUN_10815da0);
_atexit(FUN_116fe0c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039ca0(void)
{
FUN_10c978f0("FactionExists","The db record for the faction","Does the given faction exist?",
"FactionExists(\"britain\")",&DAT_117a159c,FUN_10815e10);
_atexit(FUN_116fe0d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039ce0(void)
{
FUN_10c978f0("FactionGovernmentType","The government key from the government_types table",
"Is the faction\'s government type equal to the passed government type",
"FactionGovernmentType(\"gov_republic\")",&DAT_117a1590,FUN_10815eb0);
_atexit(FUN_116fe0e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039d20(void)
{
FUN_10c978f0("FactionHasAllies",&DAT_1173e900,
"Returns whether or not the characters faction has any allies","FactionHasAllies()",
&DAT_1179b680,FUN_10815fa0);
_atexit(FUN_116fe0f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039d60(void)
{
FUN_10c978f0("FactionHasRecruitedAnyAgents",&DAT_1178eec8,
"Checks whether a faction has ever recruited any agents",
"FactionHasRecruitedAnyAgents()",&DAT_1179b680,FUN_108160a0);
_atexit(FUN_116fe100);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039da0(void)
{
FUN_10c978f0("FactionHasTradeShipNotInTradeNode",&DAT_1178eec8,
"Does the faction in context have a trade ship that is not in a trade node. Requires faction context"
,"FactionHasTradeShipNotInTradeNode()",&DAT_117a1590,FUN_10816110);
_atexit(FUN_116fe110);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039de0(void)
{
FUN_10c978f0("FactionIsAlliedCampaign",&DAT_1178eec8,
"Is the faction allied to the player faction?","FactionIsAlliedCampaign()",
&DAT_117a1590,FUN_108161f0);
_atexit(FUN_116fe120);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039e20(void)
{
FUN_10c978f0("FactionIsEnemyCampaign","Faction to query",
"Is the specified faction at war with the player faction?",
"FactionIsEnemy(\"france\")",&DAT_117a1590,FUN_10816270);
_atexit(FUN_116fe130);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039e60(void)
{
FUN_10c978f0("FactionIsHuman",&DAT_1173e900,"Is the faction human?","FactionIsHuman()",
&DAT_117a2ed8,FUN_10816330);
_atexit(FUN_116fe140);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039ea0(void)
{
FUN_10c978f0("FactionIsLocal",&DAT_1173e900,"Is the faction the local faction?","FactionIsLocal()"
,&DAT_117a1590,FUN_108163c0);
_atexit(FUN_116fe150);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039ee0(void)
{
FUN_10c978f0("FactionKeyIsLocal","Faction key","Is the faction the local player (and human)?",
"FactionKeyIsLocal()",&DAT_117a2ed8,&LAB_10816440);
_atexit(FUN_116fe160);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039f20(void)
{
FUN_10c978f0("FactionLeadersAttribute",
"The attribute which you wish to check on the factions leader",
"Gets the level of the faction leaders attribute specified as a parameter",
"FactionLeadersAttribute(\"management\")",&DAT_117a159c,&LAB_10812850);
_atexit(FUN_116fe170);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039f60(void)
{
FUN_10c978f0("FactionLeadersTrait","Trait name",
"Returns the value of the specified trait for the characters faction leader (0 if not present)"
,"FactionLeadersTrait(\"drunkard\") > 2",&DAT_117a2ecc,FUN_108164f0);
_atexit(FUN_116fe180);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039fa0(void)
{
FUN_10c978f0("FactionName","The db record for the faction","Is the faction the one specified?",
"FactionName(\"britain\")",&DAT_117a2ed8,FUN_108165d0);
_atexit(FUN_116fe190);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039ff0(void)
{
FUN_10c978f0("FactionParticipatedInBattle","Faction key of the faction to be queried",
"Did the specified faction participate in the battle?",
"FactionParticipatedInBattle(\"ita_french_republic\")",&DAT_117a1590,FUN_10816670);
_atexit(FUN_116fe1a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a030(void)
{
FUN_10c978f0("FactionPatrioticFervour",&DAT_1173dad0,"Does this faction have patriotic fervour?",
"FactionPatrioticFervour()",&DAT_117a159c,FUN_10816730);
_atexit(FUN_116fe1b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a070(void)
{
FUN_10c978f0("FactionSupportCostsPercentage",&DAT_1173e900,
"What percentage of the factions expenditure is spent on army upkeep",
"FactionSupportCostsPercentage()",&DAT_117a1590,FUN_108167a0);
_atexit(FUN_116fe1c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a0b0(void)
{
FUN_10c978f0("FactionTaxLevel",&DAT_1173e900,"Returns the average tax level for the faction",
"FactionTaxLevel() < TaxLevel(\"extortionate\")",&DAT_1179b680,FUN_10816830);
_atexit(FUN_116fe1d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a0f0(void)
{
FUN_10c978f0("FactionTechExists",
"Parameter 1: A valid key from the factions table. Parameter 2: A valid key from the technologies table."
,"Does the specified faction have the specified technology",
"FactionTechExists(\"britain\", \"enlightenment_abolition_of_slavery\")","Paul K",
FUN_108168b0);
_atexit(FUN_116fe1e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a130(void)
{
FUN_10c978f0("FactionTradeResourceExists",
"Valid entry from \'key\' field from resources table in Empire.mdb",
"Returns whether the faction has access to the trade resource",
"FactionTradeResourceExists(\"res_gold\")",&DAT_1179b680,FUN_108169b0);
_atexit(FUN_116fe1f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a170(void)
{
FUN_10c978f0("FactionTradeValuePercentage",&DAT_1173e900,
"Returns the percentage value of global trade owned by the faction",
"FactionTradeValuePercentage() > 25",&DAT_1179b680,FUN_10816b80);
_atexit(FUN_116fe200);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a1b0(void)
{
FUN_10c978f0("FactionTradeValue",&DAT_1173e900,
"Returns the absolute value of the factions global trade",
"FactionTradeValue() > 1000",&DAT_1179b680,FUN_10816d70);
_atexit(FUN_116fe210);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a1f0(void)
{
FUN_10c978f0("FactionTreasuryWorldPercentage",&DAT_1173e900,
"Returns the characters factions treasury value as a percentage of the sum of all factions treasury values"
,"FactionTreasuryWorldPercentage() > 10",&DAT_1179b680,FUN_10816f10);
_atexit(FUN_116fe220);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a230(void)
{
FUN_10c978f0("FactionTreasury",&DAT_1173e900,"Returns the factions treasury value",
"FactionTreasury() > 100",&DAT_1179b680,&LAB_10817020);
_atexit(FUN_116fe230);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a270(void)
{
FUN_10c978f0("FactionWarWeariness",&DAT_1173dad0,"Does this faction have war weariness?",
"FactionWarWeariness()",&DAT_117a159c,FUN_10816730);
_atexit(FUN_116fe240);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a2b0(void)
{
FUN_10c978f0("FactionwideAncillaryTypeExists","Ancillary name",
"Returns whether the named ancillary exists in the faction somewhere",
"FactionwideAncillaryTypeExists(\"unkillable_cat\") == true",&DAT_117a2ecc,
FUN_10817090);
_atexit(FUN_116fe250);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a2f0(void)
{
FUN_10c978f0("ForcesComposedOf","A single string of semi-colon separated unit keys",
"Returns whether the two commanded forces combined match the list of unit keys provided"
,"ForcesComposedOf()",&DAT_1179b680,&LAB_10817130);
_atexit(FUN_116fe260);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a450(void)
{
FUN_10c978f0("GarrisonIsLocal",&DAT_1173e900,"Does the garrison belong to the player faction?",
"GarrisonIsLocal()",&DAT_1179b680,FUN_10817420);
_atexit(FUN_116fe270);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a490(void)
{
FUN_10c978f0("GarrisonUnitCount",&DAT_1173e900,
"Returns the number of units in the garrison context","GarrisonUnitCount()",
&DAT_1179b680,FUN_108174a0);
_atexit(FUN_116fe280);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a4d0(void)
{
FUN_10c978f0("GovernorTaxLevel",&DAT_1173e900,
"If the character is the governor returns the tax level set for that governorship. Returns -1 if not."
,"GovernorTaxLevel() >= 90",&DAT_117a2ecc,FUN_10817520);
_atexit(FUN_116fe290);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a510(void)
{
FUN_10c978f0("GovernorshipEquals","Key of the governorship to be queried ",
"Does the context\'s governorship key match the parameter",
"GovernorshipEquals(\"europe\")",&DAT_117a1590,FUN_10166b40);
_atexit(FUN_116fe2a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a550(void)
{
FUN_10c978f0("GovernorshipTaxLevel",
"Valid entry from \'governorship\' field from governorships table in Empire.mdb",
"Returns the governorships tax level","GovernorshipTaxLevel(\"europe\")",
&DAT_1179b680,FUN_10817560);
_atexit(FUN_116fe2b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a590(void)
{
FUN_10c978f0("GovernorshipsTaxLevel",&DAT_1173e900,
"Returns the current tax level for this govenorship","GovernorshipsTaxLevel() >= 90",
"Shane",FUN_108175a0);
_atexit(FUN_116fe2c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a5d0(void)
{
FUN_10c978f0("HasUnspecialisedPort",&DAT_1173e900,"Does the region have a port with no building?",
"HasUnspecialisedPort()",&DAT_1179b680,FUN_10817600);
_atexit(FUN_116fe2d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a610(void)
{
FUN_10c978f0("InPort",&DAT_1173e900,"Is the character in a port?","InPort()",&DAT_117a1590,
FUN_10817690);
_atexit(FUN_116fe2e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a650(void)
{
FUN_10c978f0("InSettlement",&DAT_1173e900,"Checks that a character is in a settlement",
"InSettlement()",&DAT_117a2ecc,FUN_10817730);
_atexit(FUN_116fe2f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a690(void)
{
FUN_10c978f0("InsurrectionCrushed",&DAT_1173e900,
"Has the characters faction put down a rebellion in this turn (or the turn that is just ending)"
,"InsurrectionCrushed()",&DAT_117a159c,FUN_10817770);
_atexit(FUN_116fe300);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a6d0(void)
{
FUN_10c978f0("IsAdmiral",&DAT_1173e900,"Is the character an admiral?","IsAdmiral()",&DAT_1179b680,
FUN_108177e0);
_atexit(FUN_116fe310);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a710(void)
{
FUN_10c978f0("IsBesieging",&DAT_1173e900,"Is the character besieging?","IsBesieging()",
&DAT_117a1590,FUN_10817880);
_atexit(FUN_116fe320);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a750(void)
{
FUN_10c978f0("IsBlockading",&DAT_1173e900,"Is the character blockading?","IsBlockading()",
&DAT_117a1590,FUN_108178f0);
_atexit(FUN_116fe330);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a790(void)
{
FUN_10c978f0("IsBuildingInChain",
"The key of the building chain you are querying from the building_chains table",
"Is garrison residence\'s building (all slots and fortifications for settlements) in the building chain specified by the parameter?"
,"IsBuildingInChain(\"army-admin\")",&DAT_117a1590,FUN_10817960);
_atexit(FUN_116fe340);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a7d0(void)
{
FUN_10c978f0("IsBuildingOfType",
"The key of the building level you are querying from the building_levels table",
"Is garrison residence\'s building type (all slots and fortifications for settlements) equal to the parameter?"
,"IsBuildingOfType(\"admiralty\")",&DAT_117a1590,FUN_10817ac0);
_atexit(FUN_116fe350);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a810(void)
{
FUN_10c978f0("IsCarryingTroops",&DAT_1173e900,"Is the character transporting an army?",
"IsCarryingTroops()",&DAT_117a1590,FUN_10817c00);
_atexit(FUN_116fe360);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a850(void)
{
FUN_10c978f0("IsColony",&DAT_1173e900,"Is the region a colony","IsColony()",&DAT_117a1590,
FUN_10817ca0);
_atexit(FUN_116fe370);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a890(void)
{
FUN_10c978f0("IsFactionBesiegingSettlement","Settlement key",
"Is the context faction besieging the specified settlement? Intended for use with faction start of turn event."
,"IsFactionBesiegingSettlement(\"settlement:region:settlement_id\")",&DAT_117a1590,
FUN_10817d50);
_atexit(FUN_116fe380);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a8d0(void)
{
FUN_10c978f0("IsFactionLeaderFemale",&DAT_1173e900,
"Is this character the faction leader and are they female? (Queen)",
"IsFactionLeaderFemale()",&DAT_117a159c,FUN_10817e20);
_atexit(FUN_116fe390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a910(void)
{
FUN_10c978f0("IsFactionLeader",&DAT_1173e900,"Is the character the faction leader?",
"IsFactionLeader()",&DAT_1179b680,FUN_10817ee0);
_atexit(FUN_116fe3a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a950(void)
{
FUN_10c978f0("IsFamilyMember",&DAT_1173e900,"Is the character a family member?","IsFamilyMember()"
,&DAT_1179b680,FUN_10817f50);
_atexit(FUN_116fe3b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a990(void)
{
FUN_10c978f0("IsGarrisoned",&DAT_1173e900,"Is garrison residence garrisoned?","IsGarrisoned()",
&DAT_117a1590,&LAB_10817fd0);
_atexit(FUN_116fe3c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a9d0(void)
{
FUN_10c978f0("IsHomeRegion",&DAT_1173e900,"Is this region the home region of the owning faction",
"IsHomeRegion()",&DAT_117a1590,FUN_10818040);
_atexit(FUN_116fe3d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003aa10(void)
{
FUN_10c978f0("IsMultiplayer",&DAT_1178eec8,"Returns true when in multiplayer campaign",
"IsMultiplayer()",&DAT_1179ebf0,FUN_108180e0);
_atexit(FUN_116fe3e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003aa50(void)
{
FUN_10c978f0("IsNightBattle",&DAT_1178eec8,"Was the battle a night battle","IsNightBattle()",
&DAT_1179b680,FUN_10818150);
_atexit(FUN_116fe3f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003aa90(void)
{
FUN_10c978f0("IsPlayerTurn",&DAT_1178eec8,"Is this the players turn?","IsPlayerTurn()",
&DAT_117a159c,FUN_108181d0);
_atexit(FUN_116fe400);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003aad0(void)
{
FUN_10c978f0("IsPortGarrisoned",&DAT_1173e900,"Is the port garrisoned by a navy?",
"IsPortGarrisoned()",&DAT_117a1590,FUN_10818260);
_atexit(FUN_116fe410);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ab10(void)
{
FUN_10c978f0("IsTheatreGovernor",&DAT_1173e900,"Returns whether the character is a governor",
"IsTheatreGovernor()",&DAT_117a159c,FUN_10166b40);
_atexit(FUN_116fe420);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ab50(void)
{
FUN_10c978f0("IsUnderBlockade",&DAT_1173e900,"Is the character under blockade?",
"IsUnderBlockade()",&DAT_117a1590,FUN_108182d0);
_atexit(FUN_116fe430);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ab90(void)
{
FUN_10c978f0("IsUnderSiege",&DAT_1173e900,"Is the character under siege?","IsUnderSiege()",
&DAT_117a1590,FUN_10818380);
_atexit(FUN_116fe440);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ac00(void)
{
FUN_10c978f0("LosingMoney",&DAT_1173e900,
"Returns whether or not the factions regular expenditure exceeds their regular income"
,"LosingMoney()",&DAT_1179b680,FUN_10818440);
_atexit(FUN_116fe450);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003aec0(void)
{
FUN_10c978f0("NoActionThisTurn",&DAT_1173e900,
"Has an action occured this turn for this character?","NoActionThisTurn()",
&DAT_117a159c,FUN_108184d0);
_atexit(FUN_116fe4a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003af00(void)
{
FUN_10c978f0("OffensiveSiegesFought",&DAT_1173e900,
"Returns the number of siege offences a general has attempted",
"OffensiveSiegesFought()",&DAT_117a1590,FUN_10818530);
_atexit(FUN_116fe4b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003af40(void)
{
FUN_10c978f0("OffensiveSiegesWon",&DAT_1173e900,
"Returns the number of siege offences a general has won","OffensiveSiegesWon()",
&DAT_117a1590,FUN_108185a0);
_atexit(FUN_116fe4c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003af80(void)
{
FUN_10c978f0("OnAWarFooting",&DAT_1173e900,
"Returns whether or not the characters faction is at war with anyone",
"OnAWarFooting()",&DAT_1179b680,FUN_10818610);
_atexit(FUN_116fe4d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b360(void)
{
FUN_10c978f0("PercentageUnspentIncome",&DAT_1178eec8,
"What percentage of the characters factions income remains unspent?",
"PercentageUnspentIncome()",&DAT_117a159c,FUN_10818980);
_atexit(FUN_116fe4f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b3a0(void)
{
FUN_10c978f0("PlayerFactionIsAttacker",&DAT_1173e900,"Is the attackers faction the local faction?"
,"PlayerFactionIsAttacker()",&DAT_117a159c,FUN_10818ad0);
_atexit(FUN_116fe500);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b3e0(void)
{
FUN_10c978f0("PortBlockadedLocal",&DAT_1173e900,
"Is the port blockaded by the local faction, and did it start in the last round?",
"PortBlockadedLocal()",&DAT_117a159c,FUN_10818b60);
_atexit(FUN_116fe510);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b420(void)
{
FUN_10c978f0("PortBlockaded",&DAT_1173e900,
"Is the port blockaded, and did it start in the last round?","PortBlockaded()",
&DAT_117a159c,FUN_10818c50);
_atexit(FUN_116fe520);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b7c0(void)
{
FUN_10c978f0("RandomPercentCampaign","Number between 0 and 100 to test against",
"Returns true parameter-value-percent of the time","RandomPercentCampaign(50)",
&DAT_117a1590,FUN_10818e30);
_atexit(FUN_116fe530);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b800(void)
{
FUN_10c978f0("RegionBuildableSlotEmpty",&DAT_1173e900,"Has the slot not been developed?",
"RegionBuildableSlotEmpty()",&DAT_117a1590,FUN_10818f20);
_atexit(FUN_116fe540);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b840(void)
{
FUN_10c978f0("RegionBuildingFinished",&DAT_1173e900,
"Gets the key of the last building constructed in the region",
"RegionBuildingFinished()",&DAT_117a1590,FUN_10819050);
_atexit(FUN_116fe550);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b880(void)
{
FUN_10c978f0("RegionClamoursReform",&DAT_1173e900,
"Is the population in this region clamouring for reform","RegionClamoursReform()",
&DAT_117a1590,FUN_108190d0);
_atexit(FUN_116fe560);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b8c0(void)
{
FUN_10c978f0("RegionCultureIsFactionCulture",&DAT_1173e900,
"Is the region\'s originating culture the same as the owning factions culture",
"RegionCultureIsFactionCulture()",&DAT_117a1590,FUN_10819140);
_atexit(FUN_116fe570);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b900(void)
{
FUN_10c978f0("RegionDemands",&DAT_1173e900,
"Is the population in this region writing letters of demand","RegionDemands()",
&DAT_117a1590,FUN_108191f0);
_atexit(FUN_116fe580);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b940(void)
{
FUN_10c978f0("RegionEconomicGrowthLow",&DAT_1173e900,"Is this regions economic growth low?",
"RegionEconomicGrowthLow()",&DAT_117a159c,FUN_10819260);
_atexit(FUN_116fe590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b980(void)
{
FUN_10c978f0("RegionGovernorAttribute",
"The attribute which you wish to check on the regions governor",
"Gets the level of the regions governers attribute specified as a parameter",
"RegionGovernorAttribute(\"management\")",&DAT_117a159c,&LAB_10812850);
_atexit(FUN_116fe5a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b9c0(void)
{
FUN_10c978f0("RegionIsLocal",&DAT_1173e900,"Does the region belong to the player faction?",
"RegionIsLocal()",&DAT_117a1590,FUN_108192d0);
_atexit(FUN_116fe5b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ba00(void)
{
FUN_10c978f0("RegionIsRebelling","Key of the region to query",
"Is the specified region rebelling. Requires faction context.",
"RegionIsRebelling(\"ita_alpes_maritimes\")",&DAT_117a1590,FUN_10819380);
_atexit(FUN_116fe5c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ba40(void)
{
FUN_10c978f0("RegionMajorityReligion","religion key from region table",
"Returns whether the region context\'s religion with largest percentage matches the specified religion"
,"RegionMajorityReligion(\"rel_buddhist\")",&DAT_1179b680,FUN_10819420);
_atexit(FUN_116fe5d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ba80(void)
{
FUN_10c978f0("RegionName","The db record for the region","Is the region the one specified?",
"RegionName(\"jap_owari\")",&DAT_1179b680,FUN_10819550);
_atexit(FUN_116fe5e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bac0(void)
{
FUN_10c978f0("RegionPopulationLow",&DAT_1173e900,
"Tests if the population of a region is has dropped below the previous town spawn threshold e.g. region has 5 towns but has dropped below the population requirement for 4 towns"
,"RegionPopulationLow()",&DAT_117a1590,FUN_108195f0);
_atexit(FUN_116fe5f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bb00(void)
{
FUN_10c978f0("RegionPopulationMaxReached",&DAT_1173e900,
"Tests if the population of a region the maximum population",
"RegionPopulationMaxReached()",&DAT_117a1590,FUN_108196a0);
_atexit(FUN_116fe600);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bb40(void)
{
FUN_10c978f0("RegionRebels",&DAT_1173e900,"Is the region rebelling","RegionRebels()",&DAT_117a1590
,FUN_10819720);
_atexit(FUN_116fe610);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bb80(void)
{
FUN_10c978f0("RegionReligionIsStateReligion",&DAT_1173e900,
"Is the region\'s religion the same as the owning factions religion",
"RegionReligionIsStateReligion()",&DAT_117a1590,FUN_10819790);
_atexit(FUN_116fe620);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bbc0(void)
{
FUN_10c978f0("RegionResourceExists",
"Valid entry from \'key\' field from resources table in Empire.mdb",
"Returns whether the resource exists in the region",
"RegionResourceExists(\"res_gold\")",&DAT_1179b680,&LAB_10819830);
_atexit(FUN_116fe630);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bc00(void)
{
FUN_10c978f0("RegionResourceExploited",
"Valid entry from \'key\' field from resources table in Empire.mdb",
"Returns whether the resource is produced in the region",
"RegionResourceExploited(\"res_gold\")",&DAT_1179b680,FUN_10819990);
_atexit(FUN_116fe640);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bc40(void)
{
FUN_10c978f0("RegionRiots",&DAT_1173e900,"Is the population in this region rioting",
"RegionRiots()",&DAT_117a1590,FUN_10819a50);
_atexit(FUN_116fe650);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bc80(void)
{
FUN_10c978f0("RegionSlotBuildingCount",&DAT_1173e900,
"Counts the number of buildings in the region slots in the region",
"RegionSlotBuildingCount()",&DAT_117a1590,FUN_10819ac0);
_atexit(FUN_116fe660);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bcc0(void)
{
FUN_10c978f0("RegionSlotBuildingCultureExists","The key of the culture from the cultures table",
"Tests if the region has a building from the given culture",
"RegionSlotBuildingCultureExists(\"european\")",&DAT_117a1590,FUN_10819b60);
_atexit(FUN_116fe670);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bd00(void)
{
FUN_10c978f0("RegionSlotBuildingTypeCount",
"The key of the building level you are querying from the building_levels table",
"Counts the number of buildings in the region slots in the region of the specified type"
,"RegionSlotBuildingTypeCount(\"barracks\")",&DAT_117a1590,FUN_10819c90);
_atexit(FUN_116fe680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bd40(void)
{
FUN_10c978f0("RegionSlotBuildingTypeExists",
"The key of the building level you are querying from the building_levels table",
"Tests if a building of the specified type exists in the region",
"RegionSlotBuildingTypeExists(\"barracks\")",&DAT_117a1590,FUN_10819db0);
_atexit(FUN_116fe690);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bd80(void)
{
FUN_10c978f0("RegionSlotCount",&DAT_1173e900,
"Counts the number of slots in a region including settlement slots",
"RegionSlotCount()",&DAT_117a1590,FUN_10819e80);
_atexit(FUN_116fe6a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bdc0(void)
{
FUN_10c978f0("RegionSlotEmptyCount",&DAT_1173e900,
"Counts the number of empty (no building) slots in a region including settlement slots"
,"RegionSlotEmptyCount()",&DAT_117a1590,FUN_10819f20);
_atexit(FUN_116fe6b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003be00(void)
{
FUN_10c978f0("RegionSlotTypeExists",
"The key of the slot type you wish to find from the slots table",
"Tests to see if the region has a slot (in any status) whose type matches the parameter"
,"RegionSlotTypeExists(\"fish\")",&DAT_117a1590,FUN_1081a010);
_atexit(FUN_116fe6c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003be40(void)
{
FUN_10c978f0("RegionTaxExempt",&DAT_117af218,"Gets whether the region is tax exempt or not",
"RegionTaxExempt()",&DAT_117a159c,FUN_1081a0d0);
_atexit(FUN_116fe6d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003be80(void)
{
FUN_10c978f0("RegionTaxLevel",&DAT_1173e900,"Returns the regions tax level","RegionTaxLevel()",
&DAT_1179b680,FUN_1081a130);
_atexit(FUN_116fe6e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bec0(void)
{
FUN_10c978f0("RegionTaxTownWealthGrowthReduction",&DAT_1173e900,
"Returns the percentage of the regions town wealth growth lost due to taxes",
"RegionTaxTownWealthGrowthReduction() > 1",&DAT_1179b680,FUN_1081a1c0);
_atexit(FUN_116fe6f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bf00(void)
{
FUN_10c978f0("RegionTownWealthGrowth",&DAT_1173e900,"Returns the town wealth growth of the region"
,"RegionTownWealthGrowth() > 50",&DAT_1179b680,FUN_1081a240);
_atexit(FUN_116fe700);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bf40(void)
{
FUN_10c978f0("RegionWealthDecrease",&DAT_1173e900,"How much has the regions wealth decreased?",
"RegionWealthDecrease()",&DAT_117a159c,FUN_1081a2b0);
_atexit(FUN_116fe710);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bf80(void)
{
FUN_10c978f0("RegionWealthIncrease",&DAT_1173e900,"How much has the regions wealth increased?",
"RegionWealthIncrease()",&DAT_117a159c,&LAB_1081a350);
_atexit(FUN_116fe720);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003bfc0(void)
{
FUN_10c978f0("RegionWouldBeHappyWithNoTaxExemption",&DAT_1178eec8,
"Checks whether the region happiness would be zero or greater if it was not exempt from tax"
,"RegionWouldBeHappyWithNoTaxExemption()",&DAT_1179b680,FUN_10166b40);
_atexit(FUN_116fe730);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c000(void)
{
FUN_10c978f0("ResearchCategory","Category","Is the research just completed of this category?",
"ResearchCategory(\"enlightenment\")",&DAT_117a159c,&LAB_1081a3f0);
_atexit(FUN_116fe740);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c040(void)
{
FUN_10c978f0("ResearchQueueIdle",&DAT_1173e900,
"Is faction not researching any tech evn though they could be","ResearchQueueIdle()",
&DAT_117a1590,FUN_1081a4a0);
_atexit(FUN_116fe750);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c080(void)
{
FUN_10c978f0("ResearchTypeUniqueToFaction","Research type",
"Are we the first faction to research this technology type?",
"ResearchTypeUniqueToFaction()",&DAT_117a159c,FUN_1081a510);
_atexit(FUN_116fe760);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c0c0(void)
{
FUN_10c978f0("ResearchType","Research type","Is the technology just researched of this type?",
"ResearchType(\"military_navy_flintlock_cannon\")",&DAT_117a159c,FUN_1081a5f0);
_atexit(FUN_116fe770);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c2e0(void)
{
FUN_10c978f0("SeaTradeRouteRaided",&DAT_1173e900,
"Was one of this factions sea trade routes has been raided in the last round?",
"SeaTradeRouteRaided()",&DAT_117a159c,FUN_1081a680);
_atexit(FUN_116fe780);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c320(void)
{
FUN_10c978f0("SettlementBuildingQueueIdleDespiteCash",&DAT_1173e900,
"Is the settlement\'s building queue empty even though the faction can afford to build the cheapest building in any of its slot?"
,"SettlementBuildingQueueIdleDespiteCash()",&DAT_117a1590,FUN_1081a6e0);
_atexit(FUN_116fe790);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c360(void)
{
FUN_10c978f0("SettlementFortificationsBuildingQueueIdleDespiteCash",&DAT_1173e900,
"Is the settlements\'s fortification building queue empty even though the faction can afford to build the cheapest building?"
,"SettlementFortificationsBuildingQueueIdleDespiteCash()",&DAT_117a1590,&LAB_1081a7d0
);
_atexit(FUN_116fe7a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c3a0(void)
{
FUN_10c978f0("SettlementIsLocal",&DAT_1173e900,"Does the settlement belong to the player faction?"
,"SettlementIsLocal()",&DAT_117a1590,FUN_1081a870);
_atexit(FUN_116fe7b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c3e0(void)
{
FUN_10c978f0("SettlementName",
"The unique id of the settlement from the campaign_map_settlements table or a character, in which case it looks at the settlement the character is in"
,"Is the settlement\'s unique id equal to the parameter?",
"SettlementName(\"settlement:acadia:fort_nashwaak\")",&DAT_117a1590,FUN_1081a8f0);
_atexit(FUN_116fe7c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c420(void)
{
FUN_10c978f0("SlotBuildingQueueIdleDespiteCash",&DAT_1173e900,
"Is the slot\'s building queue empty even though the faction can afford to build the cheapest building?"
,"SlotBuildingQueueIdleDespiteCash()",&DAT_117a1590,FUN_1081a9c0);
_atexit(FUN_116fe7d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c460(void)
{
FUN_10c978f0("SlotIsAlliedCampaign",&DAT_1173e900,
"Does the slot belong to a faction allied to the player faction?",
"SlotIsAlliedCampaign()",&DAT_117a159c,&LAB_1081aa50);
_atexit(FUN_116fe7e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c4a0(void)
{
FUN_10c978f0("SlotIsLocal",&DAT_1173e900,"Does the slot belong to the player faction?",
"SlotIsLocal()",&DAT_117a1590,FUN_1081aad0);
_atexit(FUN_116fe7f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c4e0(void)
{
FUN_10c978f0("SlotName","The name of the slot to check for",
"Returns if the passed slot name is equal to the slot\'s name",
"SlotName(\"port:england:portsmouth\")",&DAT_117a1590,FUN_1081ab50);
_atexit(FUN_116fe800);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c520(void)
{
FUN_10c978f0("SlotSuperchain","The slot superchain type (key from the building superchains table)"
,
"Is the slot\'s superchain from the building superchains table equal to the parameter?"
,"SlotType(\"wheat\")",&DAT_117a1594,FUN_1081ac00);
_atexit(FUN_116fe810);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c560(void)
{
FUN_10c978f0("SlotType","The slot type (key from the slots table)",
"Is the slot\'s type from the slots table equal to the parameter?",
"SlotType(\"wheat\")",&DAT_117a1590,FUN_1081acc0);
_atexit(FUN_116fe820);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c5a0(void)
{
FUN_10c978f0("SupportCostsPercentage",&DAT_1173e900,
"The percentage of outgoings used for upkeep in the recent turns for the given faction"
,"SupportCostsPercentage()",&DAT_117a159c,FUN_1081ad60);
_atexit(FUN_116fe830);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c720(void)
{
FUN_10c978f0("TargetArmyGreaterCombatStrength",&DAT_1178eec8,
"The does the target army have greater combat strength than the character?",
"TargetArmyGreaterCombatStrength()",&DAT_117a1590,FUN_1081ae70);
_atexit(FUN_116fe840);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c760(void)
{
FUN_10c978f0("TargetCharacterIsAlliedCampaign",&DAT_1178eec8,
"The target character is allied to the character?",
"TargetCharacterIsAlliedCampaign()",&DAT_117a1590,FUN_1081af10);
_atexit(FUN_116fe850);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c7a0(void)
{
FUN_10c978f0("TargetCharacterIsEnemyCampaign",&DAT_1178eec8,
"The target character is an enemy of the character?",
"TargetCharacterIsEnemyCampaign()",&DAT_117a1590,FUN_1081afb0);
_atexit(FUN_116fe860);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c7e0(void)
{
FUN_10c978f0("TargetInStrikingRangeOfEnemy",&DAT_1178eec8,
"The character is an enemy of the local faction?","CharacterIsEnemy()",&DAT_117a1590,
FUN_1081b050);
_atexit(FUN_116fe870);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c820(void)
{
FUN_10c978f0("TaxCollectionLimited",&DAT_1173e900,
"Are all the factions government building at the maximum level (and thus impossible to upgrade)?"
,"TaxCollectionLimited()",&DAT_1179b680,FUN_1081b0f0);
_atexit(FUN_116fe880);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c860(void)
{
FUN_10c978f0("TaxLevel","Valid entry from \'key\' field from taxes_levels table in Empire.mdb",
"Returns the tax level for the given tax key",
"FactionTaxLevel() < TaxLevel(\"extortionate\")",&DAT_1179b680,FUN_1081b1e0);
_atexit(FUN_116fe890);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c8a0(void)
{
FUN_10c978f0("TradeNodeAvailableWorldwide",&DAT_1178eec8,
"Is there an unoccupied trade node (worldwide). Requires faction context",
"TradeNodeAvailableWorldwide()",&DAT_117a1590,FUN_1081b2c0);
_atexit(FUN_116fe8a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c8e0(void)
{
FUN_10c978f0("TradePortsAtMaxLevel",&DAT_1173e900,
"Are all of the regions trade ports at the maximum level (and thus impossible to upgrade)?"
,"TradePortsAtMaxLevel()",&DAT_1179b680,FUN_1081b350);
_atexit(FUN_116fe8b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c920(void)
{
FUN_10c978f0("TradeRouteIsEnemy",&DAT_1178eec8,
"Returns whether the trade route attacked is used by an enemy of the local faction",
"TradeRouteIsEnemy()",&DAT_117a159c,FUN_1081b410);
_atexit(FUN_116fe8c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c960(void)
{
FUN_10c978f0("TradeRouteIsLocal",&DAT_1178eec8,
"Returns whether the trade route attacked is used by the local faction",
"TradeRouteIsLocal()",&DAT_117a159c,FUN_1081b540);
_atexit(FUN_116fe8d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c9a0(void)
{
FUN_10c978f0("TradeRouteLimitReached",&DAT_1173e900,
"Has the faction reached its limit of trade routes?","TradeRouteLimitReached()",
&DAT_1179b680,FUN_1081b690);
_atexit(FUN_116fe8e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c9e0(void)
{
FUN_10c978f0("TurnNumber",&DAT_1178eec8,
"Returns the number of the turn currently being taken, starting at 1","TurnNumber()",
&DAT_1173e50c,FUN_1081b780);
_atexit(FUN_116fe8f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cb70(void)
{
FUN_10c978f0("UnitCategory",&DAT_1173e900,"Is the unit of this category type?",
"UnitCategory(\"naval_frigate\")",&DAT_117a159c,FUN_1081b930);
_atexit(FUN_116fe900);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cbb0(void)
{
FUN_10c978f0("UnitClass",&DAT_1173e900,"Is the unit of this class?",
"UnitClass(\"cavalry_missile\")",&DAT_117a159c,FUN_1081b9e0);
_atexit(FUN_116fe910);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cbf0(void)
{
FUN_10c978f0("UnitCrushedInsurrection",&DAT_1173e900,
"Did the given unit crush an insurrection in the last turn?",
"UnitCrushedInsurrection()",&DAT_117a159c,FUN_10166b40);
_atexit(FUN_116fe920);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cc30(void)
{
FUN_10c978f0("UnitCultureType",&DAT_1173e900,"Is the unit of this culture type?",
"UnitCultureType(\"tribal\")",&DAT_117a159c,FUN_1081ba90);
_atexit(FUN_116fe930);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cc70(void)
{
FUN_10c978f0("UnitFoughtInBattle",&DAT_1173e900,"Did the unit fight in the last battle?",
"UnitFoughtInBattle()",&DAT_117a159c,FUN_1081bb50);
_atexit(FUN_116fe940);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ccb0(void)
{
FUN_10c978f0("UnitFoughtInMelee",&DAT_1173e900,"Did the unit melee fight in the last battle?",
"UnitFoughtInMelee()",&DAT_117a159c,FUN_1081bc80);
_atexit(FUN_116fe950);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ccf0(void)
{
FUN_10c978f0("UnitInTheatre",&DAT_1173e900,"Is this unit within the specified theatre?",
"UnitInTheatre(\"-1133129049\")",&DAT_117a159c,FUN_1081bdb0);
_atexit(FUN_116fe960);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cd30(void)
{
FUN_10c978f0("UnitOnContinent",&DAT_1173e900,"Is the given unit on the specified continent?",
"UnitOnContinent(\"cont_africa_south\")",&DAT_117a159c,FUN_10166b40);
_atexit(FUN_116fe970);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cd70(void)
{
FUN_10c978f0("UnitRouted",&DAT_1173e900,"Did the given unit rout?","UnitRouted()",&DAT_117a159c,
FUN_1081bea0);
_atexit(FUN_116fe980);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cdb0(void)
{
FUN_10c978f0("UnitSufferedCasualties",&DAT_1173e900,
"What percentage of casualties did this unit suffer?","UnitSufferedCasualties()",
&DAT_117a159c,FUN_1081bfd0);
_atexit(FUN_116fe990);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cdf0(void)
{
FUN_10c978f0("UnitTrait","Trait name",
"Returns the value of the specified trait (0 if not present)",
"UnitTrait(\"U_Infected_Dysentry\") > 2",&DAT_117a159c,FUN_1081c190);
_atexit(FUN_116fe9a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ce30(void)
{
FUN_10c978f0("UnitType","The unit key from the units table",
"Is the unit\'s unit record key equal to the parameter?",
"UnitType(\"euro_line_infantry\")",&DAT_117a1590,FUN_1081c220);
_atexit(FUN_116fe9b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ce70(void)
{
FUN_10c978f0("UnitWonBattle",&DAT_1178eec8,"Is the unit part of the winning alliance in a battle?"
,"UnitWonBattle()",&DAT_117a159c,FUN_1081c2d0);
_atexit(FUN_116fe9c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ceb0(void)
{
FUN_10c978f0("UnusedInternationalTradeRoute",&DAT_1173e900,
"Could the faction establish a new international trade route?",
"UnusedInternationalTradeRoute()",&DAT_1179b680,FUN_1081c360);
_atexit(FUN_116fe9d0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cf80(void)
{
FUN_10c978f0("WarEndedCharacterFaction",&DAT_1173dad0,
"Was peace declared between this faction and another faction this turn?",
"WarEndedCharacterFaction()",&DAT_117a159c,FUN_1081c450);
_atexit(FUN_116fe9e0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cfc0(void)
{
FUN_10c978f0("WarStartedCharacterFaction",&DAT_1173dad0,
"Did a war start between this faction and another faction this turn?",
"WarStartedCharacterFaction()",&DAT_117a159c,FUN_1081c4c0);
_atexit(FUN_116fe9f0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003d000(void)
{
FUN_10c978f0("WorldResourceExists",
"Valid entry from \'key\' field from resources table in Empire.mdb",
"Returns whether the resource exists anywhere","WorldResourceExists(\"res_gold\")",
&DAT_1179b680,FUN_1081c530);
_atexit(FUN_116fea00);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003d040(void)
{
FUN_10c978f0("WorldResourceExploited",
"Valid entry from \'key\' field from resources table in Empire.mdb",
"Returns whether the resource is produced by any faction",
"WorldResourceExploited(\"res_gold\")",&DAT_1179b680,FUN_1081c6e0);
_atexit(FUN_116fea10);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003d080(void)
{
FUN_10c978f0("WorldwideAncillaryTypeExists","Ancillary name",
"Returns whether the named ancillary exists in the world somewhere",
"WorldwideAncillaryTypeExists(\"unkillable_cat\") == true",&DAT_117a2ecc,FUN_1081c7c0
);
_atexit(FUN_116fea20);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10047390(void)
{
FUN_10c978f0("BuildingLevelName",
"String corresponding to level_name of supplied building level record",
"Flags whether or not the context contains the supplied building level record",
"BuildingLevelName(corn_peasant_farms)",&DAT_1173e50c,FUN_108b6e30);
_atexit(FUN_11701110);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1004ec50(void)
{
FUN_10c978f0("CanGenerateHistoricalCharacter","Historical character record key",&DAT_1173dad0,
"CanGenerateHistoricalCharacter(\"abraham_de_moivre\")",&DAT_1179b680,FUN_10970f80);
_atexit(FUN_117045c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10054d40(void)
{
FUN_10c978f0("IsTriggerableHistoricalEvent","Historical event record key",&DAT_1173dad0,
"IsTriggerableHistoricalEvent(\"3_colour_printing\")",&DAT_1179b680,FUN_109e20a0);
_atexit(FUN_11706cf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0de0(void)
{
FUN_10c978f0("IsChildOf","Component id",
"Returns true if the components parent, (or parent\'s parent, or parent\'s parent\'s parent etc) has the id specified "
,"IsChildOf(\"tax_slider\")",&DAT_117b0390,FUN_116c8160);
_atexit(FUN_1172e4a0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0e20(void)
{
FUN_10c978f0("IsComponentType","Component id",
"Returns true if the event was fired by the component named",
"IsComponentType(\"government_screens\")",&DAT_117b0390,FUN_116c8200);
_atexit(FUN_1172e4b0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0e60(void)
{
FUN_10c978f0("IsMessageType","Message id",
"Returns true if the event that triggered the condition check was for the message named"
,"IsMessageType(\"unit_routs_in_battle\")",&DAT_117b0390,FUN_116c8200);
_atexit(FUN_1172e4c0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d1050(void)
{
FUN_10c978f0("ParentId","Component id",
"Returns true if the name of the Components parent matches the id specified",
"ParentId(\"tax_slider\")",&DAT_117b0390,&LAB_116c8280);
_atexit(FUN_1172e4d0);
return;
}
### FUNCTION END ###
Total valid functions processed: 321
### FUNCTION START ###
void UndefinedFunction_1000bdd0(void)
{
FUN_10c987f0("BATTLE_CONFLICT_PHASE_COMMENCED","BattleConflictPhaseCommenced",
"Fired once at the start of conflict","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000be00(void)
{
FUN_10c987f0("BATTLE_DEPLOYMENT_PHASE_COMMENCED","BattleDeploymentPhaseCommenced",
"Fired once at the start of deployment","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000be30(void)
{
FUN_10c987f0("BATTLE_FORT_PLAZA_CAPTURE_COMMENCED","BattleFortPlazaCaptureCommenced",
"Fired each time an attacking unit starts capturing the capture location inside a fort"
,"Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000beb0(void)
{
FUN_10c987f0("BATTLE_UNIT_ATTACKS_BUILDING","BattleUnitAttacksBuilding",
"Gets fired off for every attack order executed by a unit","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000bee0(void)
{
FUN_10c987f0("BATTLE_UNIT_ATTACKS_ENEMY_UNIT","BattleUnitAttacksEnemyUnit",
"Gets fired off for every attack order executed by a unit","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1000bf10(void)
{
FUN_10c987f0("BATTLE_UNIT_ATTACKS_WALLS","BattleUnitAttacksWalls",
"Gets fired off for every attack order executed by a unit when attacking a fort building"
,"Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10015700(void)
{
FUN_10c987f0("BATTLE_SHIP_RUN_AGROUND","BattleShipRunAground",
"Fired off when a ship collides with the terrain","Naval Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10015730(void)
{
FUN_10c987f0("BATTLE_SHIP_SAILING_INTO_WIND","BattleShipSailingIntoWind",
"Fired off when a ship is sailing approximately into the wind","Naval Battle",
"Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10015760(void)
{
FUN_10c987f0("BATTLE_SHIP_SUNK","battle_ship_sunk","Fired off when a ship has sunk","Naval Battle"
,"Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10015790(void)
{
FUN_10c987f0("BATTLE_SHIP_SURRENDERED","BattleShipSurrendered","Fired off when a ship surrenders",
"Naval Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026cf0(void)
{
FUN_10c987f0("BATTLE_BOARDING_ACTION_COMMENCED","BattleBoardingActionCommenced",
"Fired each time a ship commences the boarding of an enemy vessel","Battle","Ingimar"
);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026d20(void)
{
FUN_10c987f0("BATTLE_BOARDING_SHIP","BattleBoardingShip",
"Gets triggered when the order to board a ship is issued","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026da0(void)
{
FUN_10c987f0("BATTLE_COMMANDING_SHIP_ROUTS","battle_commanding_ship_routs",
"The ship containing the fleet admiral has just routed","Naval Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026e50(void)
{
FUN_10c987f0("BATTLE_SHIP_ATTACKS_ENEMY_SHIP","BattleShipAttacksEnemyShip",
"Gets fired off for every attack order executed by a ship","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026e80(void)
{
FUN_10c987f0("BATTLE_SHIP_CAUGHT_FIRE","BattleShipCaughtFire","A ship just caught fire","Battle",
"Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026eb0(void)
{
FUN_10c987f0("BATTLE_SHIP_MAGAZINE_EXPLOSION","BattleShipMagazineExplosion",
"Fired off when a ship explodes","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026ee0(void)
{
FUN_10c987f0("BATTLE_SHIP_ROUTS","BattleShipRouts",
"Fires off whenever a ship enters the rout state of morale","Naval Battle","Ingimar")
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026f10(void)
{
FUN_10c987f0("BATTLE_UNIT_CAPTURES_BUILDING","BattleUnitCapturesBuilding",
"Gets fired each time a building has a new alliance as an owner, initiated by a unit"
,"Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10026f40(void)
{
FUN_10c987f0("BATTLE_UNIT_DESTROYS_BUILDING","BattleUnitDestroysBuilding",
"Gets fired each time a building gets destroyed by a unit","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1002c390(void)
{
FUN_10c987f0("BATTLE_COMMANDING_UNIT_ROUTS","BattleCommandingUnitRouts",
"Fires off an event for when a unit that has a commanding general attached to it routs"
,"Land Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1002c3c0(void)
{
FUN_10c987f0("BATTLE_UNIT_ROUTS","BattleUnitRouts",
"Fires off an event for when a unit enters rout.","Land Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1002c3f0(void)
{
FUN_10c987f0("BATTLE_UNIT_USING_WALL","BattleUnitUsingWall",
"Fires off when a unit attaches itself to a wall","Battle","Ingimar");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10031ab0(void)
{
FUN_10c987f0("MODEL_CREATED","ModelCreated",
"A game is being started or loaded, at this point the most vital parts pf the game are initialized"
,&DAT_1173e900,&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10031e30(void)
{
FUN_10c987f0("CAMERA_MOVER_CANCELLED","CameraMoverCancelled",
"When the camera controller is cancelled before completion","MAP_LOCATION",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10031e60(void)
{
FUN_10c987f0("CAMERA_MOVER_FINISHED","CameraMoverFinished",
"When the camera reaches the end of its path, or when another camera transition cuts in"
,"MAP_LOCATION",&DAT_1179ebf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034350(void)
{
FUN_10c987f0("AREA_TRIGGER_CAMERA_ENTER_EVENT","AreaCameraEntered",
"Fired when the camera enters an area trigger","UniString trigger name",&DAT_1179b680
);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034380(void)
{
FUN_10c987f0("AREA_TRIGGER_CAMERA_EXIT_EVENT","AreaCameraExited",
"Fired when the camera exits an area trigger","UniString trigger name",&DAT_1179b680)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100343b0(void)
{
FUN_10c987f0("AREA_TRIGGER_ENTER_EVENT","AreaEntered","Fired when a piece enters an area trigger",
"UniString trigger name, CHARACTER character who entered",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100343e0(void)
{
FUN_10c987f0("AREA_TRIGGER_EXIT_EVENT","AreaExited","Fired when a piece exits an area trigger",
"UniString trigger name, CHARACTER character who exited",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034410(void)
{
FUN_10c987f0("CUSTOM_MISSION_EVENT","CustomMission",
"Internal event: does not fire and cannot be used in the script",
"Cannot be used in LUA",&DAT_1179ebf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034440(void)
{
FUN_10c987f0("LOAD_GAME_EVENT","LoadingGame","A game is being loaded","FileHandle",&DAT_1179ebf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034470(void)
{
FUN_10c987f0("LOCATION_ENTERED_EVENT","LocationEntered",
"When a piece enters a location trigger, fire ony once per trigger",
"MAP_LOCATION, the piece that entered",&DAT_1179ebf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100344a0(void)
{
FUN_10c987f0("LOCATION_UNVEILED_EVENT","LocationUnveiled",
"When the location becomes visible for the first time",
"MAP_LOCATION, the piece that unveiled the area",&DAT_1179ebf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034550(void)
{
FUN_10c987f0("NEW_GAME_EVENT","NewSession",
"A game is being started, could be a new game or loading a save game","model access",
&DAT_1179ebf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10034590(void)
{
FUN_10c987f0("SAVE_GAME_EVENT","SavingGame","A game is being saveed","FileHandle",&DAT_1179ebf0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035c80(void)
{
FUN_10c987f0("ADVICE_FINISHED_EVENT","AdviceFinishedTrigger",
"Notify scripters when current advice has finished playing","Sound",&DAT_117afd64);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035db0(void)
{
FUN_10c987f0("BATTLE_COMPLETED","BattleCompleted",
"A battle has been completed on the campaign map","Campaign model",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035de0(void)
{
FUN_10c987f0("BUILDING_CARD_SELECTED","BuildingCardSelected",
"Fires when a building card is clicked on on the hud","String (building record key)",
&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035e70(void)
{
FUN_10c987f0("BUILDING_COMPLETED_EVENT","BuildingCompleted","A building has been completed",
"Building level record",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035ea0(void)
{
FUN_10c987f0("BUILDING_CONSTRUCTION_ISSUED_BY_PLAYER","BuildingConstructionIssuedByPlayer",
"Fired when the player adds a building to the queue","building level",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10035ed0(void)
{
FUN_10c987f0("BUILDING_DAMAGED_EVENT","CampaignBuildingDamaged","A building is damaged",
"Region slot",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036000(void)
{
FUN_10c987f0("CHARACTER_ACTION_POINTS_EXHAUSTED","MovementPointsExhausted",
"A general can move no more","Character",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036030(void)
{
FUN_10c987f0("CHARACTER_ATTACKS_ALLY_EVENT","CharacterAttacksAlly",
"A character has attacked an ally","Character",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100360c0(void)
{
FUN_10c987f0("CHARACTER_BECOMES_FACTION_LEADER","CharacterBecomesFactionLeader",
"A character has become faction leader","Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100360f0(void)
{
FUN_10c987f0("CHARACTER_BESIEGES_SETTLEMENT","CharacterBesiegesSettlement",
"Fired when a character besieges a settlement","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036180(void)
{
FUN_10c987f0("CHARACTER_BLOCKADED_PORT_EVENT","CharacterBlockadedPort",
"A character successfully blockades a port","Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100361b0(void)
{
FUN_10c987f0("CHARACTER_BROKE_PORT_BLOCKADE_EVENT","CharacterBrokePortBlockade",
"A character successfully broke a port blockade","Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100361e0(void)
{
FUN_10c987f0("CHARACTER_BUILDING_COMPLETED_EVENT","CharacterBuildingCompleted",
"A building has been completed","Building level record, Character",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036210(void)
{
FUN_10c987f0("CHARACTER_CANDIDATE_BECOMES_MINISER","CharacterCandidateBecomesMinister",
"Fired when a candidate becomes a minister","Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036240(void)
{
FUN_10c987f0("CHARACTER_CAN_LIBERATE_EVENT","CharacterCanLiberate",
"A character was given the opportunity to liberate a region","Character",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036330(void)
{
FUN_10c987f0("CHARACTER_CHARACTER_TARGET_ACTION_EVENT","CharacterCharacterTargetAction",
"A character has performed an agent action against a character","Character",
&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036540(void)
{
FUN_10c987f0("CHARACTER_COASTAL_CHARACTER_ASSAULT","CampaignCoastalAssaultOnCharacter",
"Fired when a character initiates a coastal assault on a character","Character",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036570(void)
{
FUN_10c987f0("CHARACTER_COASTAL_GARRISON_ASSAULT","CampaignCoastalAssaultOnGarrison",
"Fired when a character initiates a coastal assault on a garrison","Character",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100365a0(void)
{
FUN_10c987f0("CHARACTER_COMES_OF_AGE","CharacterComesOfAge",
"An agent has failed to bribe an enemy army","Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100365d0(void)
{
FUN_10c987f0("CHARACTER_COMPLETED_BATTLE","CharacterCompletedBattle",
"A character took part in a battle and didn\'t die","Character",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036660(void)
{
FUN_10c987f0("CHARACTER_CREATION","CharacterCreated","Fired when a character is created",
"Character",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036690(void)
{
FUN_10c987f0("CHARACTER_DISCOVERED","CharacterDiscovered","Fired when an character is discovered",
"Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100366c0(void)
{
FUN_10c987f0("CHARACTER_DISEMBARKS_NAVY","CharacterDisembarksNavy","A character disembarks a navy"
,"Character",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100366f0(void)
{
FUN_10c987f0("CHARACTER_EMBARKS_NAVY","CharacterEmbarksNavy","A character embarks on a navy",
"Character",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036720(void)
{
FUN_10c987f0("CHARACTER_END_TURN_EVENT","CharacterTurnEnd",
"Fired for every character at the start of their turn","Character",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036750(void)
{
FUN_10c987f0("CHARACTER_ENTERS_ATTRITIONAL_AREA","CharacterEntersAttritionalArea",
"Fired when a characters ends its movement in a position where it will suffer attrition"
,"Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036780(void)
{
FUN_10c987f0("CHARACTER_ENTERS_GARRISON","CharacterEntersGarrison",
"A character enters a garrison (settlement, slot or fort)","Garrison, Character",
&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100367b0(void)
{
FUN_10c987f0("CHARACTER_ESTABLISHED_DOMESTIC_TRADE_ROUTE","TradeNodeConnected",
"Fired when a character enters a trade node and establishes a trade route",
"Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036840(void)
{
FUN_10c987f0("CHARACTER_FACTION_COMPLETES_RESEARCH","CharacterFactionCompletesResearch",
"research completed","Characters faction has research a technology","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036870(void)
{
FUN_10c987f0("CHARACTER_FAMILY_RELATION_DIED_EVENT","CharacterFamilyRelationDied",
"A character\'s immediate family member has died","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100369c0(void)
{
FUN_10c987f0("CHARACTER_GARRISON_TARGET_ACTION_EVENT","CharacterGarrisonTargetAction",
"A character has performed an agent action against a garrison","Character",
&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036c30(void)
{
FUN_10c987f0("CHARACTER_GENERAL_DIED_IN_BATTLE","CharacterGeneralDiedInBattle",
"A character took part in a battle as a general and died","Character",&DAT_117ac470);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036c60(void)
{
FUN_10c987f0("CHARACTER_INFO_PANEL_OPENED","CharacterInfoPanelOpened",
"triggers the character information panel has been opened","character, faction",
&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036c90(void)
{
FUN_10c987f0("CHARACTER_LEAVES_GARRISON","CharacterLeavesGarrison",
"A character leaves a garrison (settlement, slot or fort)","Garrison, Character",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036cc0(void)
{
FUN_10c987f0("CHARACTER_LOOTS_SETTLEMENT","CharacterLootedSettlement",
"A character loots a settlement","Character",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036cf0(void)
{
FUN_10c987f0("CHARACTER_MARRIES","CharacterMarriage","A character has married","Character",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036d20(void)
{
FUN_10c987f0("CHARACTER_MILITARY_FORCE_TRADITION_POINT_ALLOCATED",
"CharacterMilitaryForceTraditionPointAllocated",
"Fired when a military force is assigned a tradition point","Character","Chris Budd")
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036e10(void)
{
FUN_10c987f0("CHARACTER_MULTITURN_MOVE_ISSUED_EVENT","MultiTurnMove",
"A character has been issued a movement that will take more than one turn",
"Character",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036e40(void)
{
FUN_10c987f0("CHARACTER_PARTICIPATED_AS_SECONDARY_GENERAL_IN_BATTLE",
"CharacterParticipatedAsSecondaryGeneralInBattle",
"A character took part in a battle as a secondary general and didn\'t die",
"Character",&DAT_117a2ed8);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036e70(void)
{
FUN_10c987f0("CHARACTER_PERFORMS_ACTION_AGAINST_FRIENDLY_TARGET",
"CharacterPerformsActionAgainstFriendlyTarget",
"Fired when an agent ends turn in a settlement or army","Character",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036ea0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_ACTION_POLITICAL_MARRIAGE",
"CharacterPoliticalActionPoliticalMariage",
"Fired when a character is married politically","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10036f30(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_ACTION","CharacterPoliticalAction",
"Fired when a character performs a political action","Character","Oleg Zlatarski");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037020(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_ADOPTION","CharacterPoliticalAdoption",
"Fired when a character is adopted","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037050(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_ASSASSINATION","CharacterPoliticalAssassination",
"Fired when a character is assassinated","Character","Oleg Zlatarski");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037080(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_BRIBE","CharacterPoliticalBribe",
"Fired when a character is bribed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100370b0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_DIVORCE","CharacterPoliticalDivorce",
"Fired when a character is divorced politically","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037140(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_EMBEZZLE_FUNDS","CharacterPoliticalEmbezzleFunds",
"Fired when Embezzle Funds political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037170(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_ENTICE","CharacterPoliticalEntice",
"Fired when Entice political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037200(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_FLIRT","CharacterPoliticalFlirt",
"Fired when Flirt political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037290(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_GATHER_SUPPORT","CharacterPoliticalGatherSupport",
"Fired when Gather Support political action executed","Character","Oleg Zlatarski");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100372c0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_INSULT","CharacterPoliticalInsult",
"Fired when Insult political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037350(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_ORGANIZE_GAMES","CharacterPoliticalOrganizeGames",
"Fired when Organize Games political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100373e0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_PARTY_PROVOKE","CharacterPoliticalPartyProvoke",
"Fired when Party Provoke political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037410(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_PARTY_PURGE","CharacterPoliticalPartyPurge",
"Fired when Party Purge political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037440(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_PARTY_SECURE_LOYALTY","CharacterPoliticalPartySecureLoyalty",
"Fired when Party Secure Loyalty political action executed","Character","Veli Mollov"
);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037470(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_PRAISE","CharacterPoliticalPraise",
"Fired when Praise political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037500(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_PROMOTION","CharacterPoliticalPromotion",
"Fired when character secure promoted","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037590(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_PROVOKE","CharacterPoliticalProvoke",
"Fired when Provoke political action executed","Character","Oleg Zlatarski");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037620(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_RUMOURS","CharacterPoliticalRumours",
"Fired when rumours are spread about a character","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100376b0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_SECURE_LOYALTY","CharacterPoliticalSecureLoyalty",
"Fired when Insult political action executed","Character","Oleg Zlatarski");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100377a0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_SEND_DIPLOMAT","CharacterPoliticalSendDiplomat",
"Fired when Organize Games political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100377d0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_SEND_EMISSARY","CharacterPoliticalSendEmissary",
"Fired when Send Emissary political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037860(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_SEND_GIFT","CharacterPoliticalSendGift",
"Fired when Send Gift political action executed","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100378f0(void)
{
FUN_10c987f0("CHARACTER_POLITICAL_SUICIDE","CharacterPoliticalSuicide",
"Fired when a character suicides","Character","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037920(void)
{
FUN_10c987f0("CHARACTER_POSTBATTLE_ENSLAVE_EVENT","CharacterPostBattleEnslave",
"Occurs when a user selects to enslave prisoners after a battle",
"User is selecting fate of prisoners","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037950(void)
{
FUN_10c987f0("CHARACTER_POSTBATTLE_RELEASE_EVENT","CharacterPostBattleRelease",
"Occurs when a user selects to release prisoners after a battle",
"User is selecting fate of prisoners","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037980(void)
{
FUN_10c987f0("CHARACTER_POSTBATTLE_SLAUGHTER_EVENT","CharacterPostBattleSlaughter",
"Occurs when a user selects to slaughter prisoners after a battle",
"User is selecting fate of prisoners","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100379b0(void)
{
FUN_10c987f0("CHARACTER_PROMOTED_EVENT","CharacterPromoted","A character has been promoted",
"Character",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100379e0(void)
{
FUN_10c987f0("CHARACTER_RANK_UP_NEEDS_ANCILLARY","CharacterRankUpNeedsAncillary",
"Fired when a character ranks up and needs an ancillary generated","Character",
&DAT_117a2ed8);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037a10(void)
{
FUN_10c987f0("CHARACTER_RANK_UP","CharacterRankUp","Fired when a character ranks up","Character",
&DAT_117a2ed8);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037a40(void)
{
FUN_10c987f0("CHARACTER_RELATIVE_KILLED","CharacterRelativeKilled",
"An agent has failed to bribe an enemy army","Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037ad0(void)
{
FUN_10c987f0("CHARACTER_SELECTED_EVENT","CharacterSelected","Fired when a character is selected",
"Character",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037b00(void)
{
FUN_10c987f0("CHARACTER_SKILL_POINT_ALLOCATED","CharacterSkillPointAllocated",
"Fired when an character has a skill point allocated","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037b90(void)
{
FUN_10c987f0("CHARACTER_START_TURN_EVENT_CARTHAGE","CharacterTurnStartCarthage",
"Fired for every character at the start of their turn","Character",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037bc0(void)
{
FUN_10c987f0("CHARACTER_START_TURN_EVENT_ROME","CharacterTurnStartRome",
"Fired for every character at the start of their turn","Character",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10037bf0(void)
{
FUN_10c987f0("CHARACTER_START_TURN_EVENT","CharacterTurnStart",
"Fired for every character at the start of their turn","Character",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039180(void)
{
FUN_10c987f0("ENCYCLOPEDIA_ENTRY_REQUESTED","EncylopediaEntryRequested",
"Fired when an advice button is pressed.","String","Shane");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100391f0(void)
{
FUN_10c987f0("FACTION_ABOUT_TO_END_TURN","FactionAboutToEndTurn","Faction about to end it\'s turn"
,"Faction",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039220(void)
{
FUN_10c987f0("FACTION_AWARDED_EFFECT_BUNDLE","CampaignEffectsBundleAwarded",
"A faction has gained an effect bundle","Faction",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039250(void)
{
FUN_10c987f0("FACTION_BATTLE_DEFEAT","FactionBattleDefeat","Fired when faction lose a battle",
"Faction","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039280(void)
{
FUN_10c987f0("FACTION_BATTLE_VICTORY","FactionBattleVictory","Fired when faction wins a battle",
"Faction","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100392b0(void)
{
FUN_10c987f0("FACTION_BECOMES_LIBERATION_VASSAL_EVENT","FactionBecomesLiberationVassal",
"A faction has liberated another faction","Faction",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039340(void)
{
FUN_10c987f0("FACTION_BECOMES_VASSAL","ClanBecomesVassal","A clan has become a vassal","Faction",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039370(void)
{
FUN_10c987f0("FACTION_BECOMES_WORLD_LEADER_EVENT","FactionBecomesWorldLeader",
"A faction has become world leader","Faction",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100393a0(void)
{
FUN_10c987f0("FACTION_BEGIN_TURN_PHASE_NORMAL","FactionBeginTurnPhaseNormal",
"Faction begins its Normal turn phase","Faction",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100393d0(void)
{
FUN_10c987f0("FACTION_CAPTURES_WORLD_CAPITAL_EVENT","FactionCapturesWorldCapital",
"A faction has captured the world capital","Faction",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039400(void)
{
FUN_10c987f0("FACTION_CIVIL_WAR_END","FactionCivilWarEnd","Fired when civil war in faction ends",
"Faction","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039430(void)
{
FUN_10c987f0("FACTION_ENCOUNTERS_OTHER_FACTION","FactionEncountersOtherFaction",
"A faction encounters another faction","Faction",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100394c0(void)
{
FUN_10c987f0("FACTION_END_TURN","FactionTurnEnd","Faction ends it\'s turn","Faction",&DAT_117a1590
);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039550(void)
{
FUN_10c987f0("FACTION_FAME_LEVELUP","FactionFameLevelUp","Faction fame as gone up a level",
"Faction","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039580(void)
{
FUN_10c987f0("FACTION_GOVERNMENT_TYPE_CHANGED","FactionGovernmentTypeChanged",
"The factions government type has changed","Faction",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100395b0(void)
{
FUN_10c987f0("FACTION_LEADER_DECLARES_WAR","FactionLeaderDeclaresWar","War has been declared",
"Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100395e0(void)
{
FUN_10c987f0("FACTION_LEADER_ISSUES_EDICT","FactionLeaderIssuesEdict",
"Fired when a faction issues an edict","Faction","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100396d0(void)
{
FUN_10c987f0("FACTION_LEADER_SIGNS_PEACE_TREATY","FactionLeaderSignsPeaceTreaty",
"A peace treaty has been signed","Character",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039700(void)
{
FUN_10c987f0("FACTION_PENDING_BANKRUPTCY_EVENT","PendingBankruptcy",
"The faction is about to go bankrupt","Faction",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039790(void)
{
FUN_10c987f0("FACTION_POLITICS_GOVERNMENT_ACTION_TRIGGERED",
"FactionPoliticsGovernmentActionTriggered",
"Fired when a custom scripted action must be executed for a particular politics government type "
,"Faction","Mihail Balabanov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100397c0(void)
{
FUN_10c987f0("FACTION_POLITICS_GOVERNMENT_TYPE_CHANGED","FactionPoliticsGovernmentTypeChanged",
"Fired when politics government type has changed","Faction","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100397f0(void)
{
FUN_10c987f0("FACTION_SECESSION_END","FactionSecessionEnd","Fired when secession in faction ends",
"Faction","Veli Mollov");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039820(void)
{
FUN_10c987f0("FACTION_START_ROUND","FactionRoundStart","Faction starts the round","Faction",
&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039850(void)
{
FUN_10c987f0("FACTION_START_TURN","FactionTurnStart","Faction starts it\'s turn","Faction",
&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039880(void)
{
FUN_10c987f0("FACTION_SUBJUGATES_OTHER_FACTION","FactionSubjugatesOtherFaction",
"A faction subjugates another faction","Faction",&DAT_117a2ed8);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039910(void)
{
FUN_10c987f0("FIRST_TICK_AFTER_NEW_CAMPAIGN_STARTED","FirstTickAfterNewCampaignStarted",
"A new campaign game has being started and the first tick is just being done - not triggered when processing startpos. Guarantees UI is open."
,&DAT_1173e900,&DAT_117a2ed8);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100399a0(void)
{
FUN_10c987f0("FIRST_TICK_AFTER_WORLD_CREATED","FirstTickAfterWorldCreated",
"First tick after a game was started or loaded",&DAT_1173e900,&DAT_117a2ed8);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10039a30(void)
{
FUN_10c987f0("FORCE_ADOPTS_STANCE","ForceAdoptsStance",
"Fired when an characters military force changes stance","Character","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a330(void)
{
FUN_10c987f0("GARRISON_ATTACKED_EVENT","GarrisonAttackedEvent",&DAT_1173dad0,&DAT_1173dad0,
&DAT_1173dad0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a360(void)
{
FUN_10c987f0("GARRISON_OCCUPIED_EVENT","GarrisonOccupiedEvent",&DAT_1173dad0,&DAT_1173dad0,
&DAT_1173dad0);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a390(void)
{
FUN_10c987f0("GARRISON_RESIDENCE_CAPTURED","GarrisonResidenceCaptured",
"A garrison residence (settlement, fort, port &c.) has been captured",
"Garrison residence",&DAT_1173e50c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003a420(void)
{
FUN_10c987f0("GOVERNORSHIP_TAX_RATE_CHANGE","GovernorshipTaxRateChanged",
"A tax rate in a governorship has changed","Governorship",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003abd0(void)
{
FUN_10c987f0("LAND_TRADE_ROUTE_ATTACKED_EVENT","LandTradeRouteRaided",
"A character has raided a land trade route","Character, Position",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ac40(void)
{
FUN_10c987f0("MILITARY_FORCE_MERGE_EVENT","CampaignArmiesMerge","Two campaign armies merge",
"Character, character target",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ac70(void)
{
FUN_10c987f0("MISSION_CANCELLED","MissionCancelled",
"A mission has been cancelled - ie is no longer viable",
"Mission, mission manager, faction of mission manager, campaign model",&DAT_117a2ed8)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ad60(void)
{
FUN_10c987f0("MISSION_FAILED","MissionFailed","The player has failed a mission",
"Mission, mission manager, faction of mission manager, campaign model",&DAT_1173e50c)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ad90(void)
{
FUN_10c987f0("MISSION_ISSUED","MissionIssued","A mission has been issued to the player",
"Mission, mission manager, faction of mission manager, campaign model",&DAT_1173e50c)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003adc0(void)
{
FUN_10c987f0("MISSION_NEARING_EXPIRY","MissionNearingExpiry",
"A mission only has a quarter of its time left before its too late to complete it",
"Mission, mission manager, faction of mission manager, campaign model",&DAT_1173e50c)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003adf0(void)
{
FUN_10c987f0("MISSION_SUCCEEDED","MissionSucceeded","A mission has been successfully completed",
"Mission, mission manager, faction of mission manager, campaign model",&DAT_1173e50c)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ae20(void)
{
FUN_10c987f0("NEW_CAMPAIGN_STARTED","NewCampaignStarted",
"A new campaign game is being started - called exactly once during a campaign, when it is created for the first time - NOT called when loading, NOT called when processing startpos"
,&DAT_1173e900,&DAT_117a2ed8);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b000(void)
{
FUN_10c987f0("PENDING_BATTLE_EVENT","PendingBattle","A battle is about to occur",
"The character and faction initiating the battle",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b0f0(void)
{
FUN_10c987f0("POSITIVE_DIPLOMATIC_EVENT","PositiveDiplomaticEvent",
"Fires when a user performs a positive diplomatic action",&DAT_1173e900,"Chris Budd")
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b460(void)
{
FUN_10c987f0("REGION_CHANGED_FACTION","RegionChangedFaction","Fired when a region changes faction"
,"Region","Tsvetan");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b490(void)
{
FUN_10c987f0("REGION_END_TURN","RegionTurnEnd","Region ends it\'s turn","Region",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b520(void)
{
FUN_10c987f0("REGION_GAINED_DEVELOPMENT_POINT","RegionGainedDevlopmentPoint",
"Region gained a development point","Region","Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b550(void)
{
FUN_10c987f0("REGION_ISSUES_DEMANDS","RegionIssuesDemands","This region has issued demands",
"Region",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b580(void)
{
FUN_10c987f0("REGION_REBELS","RegionRebels","This region has started rebelling","Region",
&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b5b0(void)
{
FUN_10c987f0("REGION_RIOTS","RegionRiots","This region has started riots","Region",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b5e0(void)
{
FUN_10c987f0("REGION_SELECTED_EVENT","RegionSelected","Fired when a region is selected","Region",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b670(void)
{
FUN_10c987f0("REGION_SLOT_POPPED_EVENT","SlotOpens","A slot has just opened","Slot, Region",
&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b6a0(void)
{
FUN_10c987f0("REGION_SLOT_ROUND_START_EVENT","SlotRoundStart","The start of round for this slot",
"Slot, Region",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b6d0(void)
{
FUN_10c987f0("REGION_SLOT_START_TURN_EVENT","SlotTurnStart","The start of turn for this slot",
"Slot, Region",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b700(void)
{
FUN_10c987f0("REGION_START_TURN","RegionTurnStart","Region starts it\'s turn","Region",
&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b730(void)
{
FUN_10c987f0("REGION_STRIKES","RegionStrikes","This region has started striking","Region",
&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b760(void)
{
FUN_10c987f0("RESEARCH_COMPLETED_EVENT","ResearchCompleted",
"Research has been completed in this slot","Technology record, faction",
"Luke, modified by Alan");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003b790(void)
{
FUN_10c987f0("RESEARCH_STARTED_EVENT","ResearchStarted","Research has been started",
"Technology record, faction",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c100(void)
{
FUN_10c987f0("SCRIPTED_AGENT_CREATED","ScriptedAgentCreated",
"Fired when the an agent is created through script","String",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c130(void)
{
FUN_10c987f0("SCRIPTED_AGENT_CREATION_FAILED","ScriptedAgentCreationFailed",
"Fired when the an agent is unable to be created through script","String",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c160(void)
{
FUN_10c987f0("SCRIPTED_CHARACTER_UNHIDDEN_FAILED","ScriptedCharacterUnhiddenFailed",
"Fired when a character is unsucessfully unhidden by script","Character",
&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c190(void)
{
FUN_10c987f0("SCRIPTED_CHARACTER_UNHIDDEN","ScriptedCharacterUnhidden",
"Fired when a character is sucessfully unhidden by script","Character",&DAT_1179b680)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c1c0(void)
{
FUN_10c987f0("SCRIPTED_FORCE_CREATED","ScriptedForceCreated",
"Fired when the a force is created through script","String",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c1f0(void)
{
FUN_10c987f0("SEA_TRADE_ROUTE_ATTACKED_EVENT","SeaTradeRouteRaided",
"A character has raided a sea trade route","Character, Position",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c220(void)
{
FUN_10c987f0("SETTLEMENT_BESIEGED","CharacterSettlementBesieged",
"Fired when a settlement garrisoned by a character is besieged","Garrison Residence",
"Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c250(void)
{
FUN_10c987f0("SETTLEMENT_BLOCKADED","CharacterSettlementBlockaded",
"Fired when a settlement garrisoned by a character is besieged","Garrison Residence",
"Chris Budd");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c280(void)
{
FUN_10c987f0("SETTLEMENT_SELECTED_EVENT","SettlementSelected",
"Fired when the player selects a settlement on the map","Settlement",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c2b0(void)
{
FUN_10c987f0("SLOT_SELECTED_EVENT","SlotSelected",
"Fired when the player selects a settlement slot on the map",&DAT_117a5ac0,
&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c6c0(void)
{
FUN_10c987f0("TEST_EVENT","TestEvent","Test event","model",&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003c6f0(void)
{
FUN_10c987f0("TRADE_ROUTE_ESTABLISHED","TradeRouteEstablished",
"A trade route has been established with this faction","Faction",&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ca20(void)
{
FUN_10c987f0("UNIT_COMPLETED_BATTLE_EVENT","UnitCompletedBattle","A unit has completed the battle"
,&DAT_117af86c,&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003ca50(void)
{
FUN_10c987f0("UNIT_CREATION_EVENT","UnitCreated","A unit has been created",&DAT_117af86c,
&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cae0(void)
{
FUN_10c987f0("UNIT_RECRUITED_EVENT","UnitTrained","A unit is trained",&DAT_117af86c,&DAT_117a1590)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cb10(void)
{
FUN_10c987f0("UNIT_SELECTED_EVENT_CAMPAIGN","UnitSelectedCampaign",
"Fires when a unit card is selected on the campaign map","Unit (campaign)",
&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cb40(void)
{
FUN_10c987f0("UNIT_TURN_END_EVENT","UnitTurnEnd","A unit has ended its turn",&DAT_117af86c,
&DAT_117a159c);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1003cef0(void)
{
FUN_10c987f0("WORLD_CREATED","WorldCreated",
"A game is being started or loaded, at this point the most vital parts of the game are initialized"
,&DAT_1173e900,&DAT_117a1590);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10044b00(void)
{
FUN_10c987f0("RECRUITMENT_ITEM_ISSUED_BY_PLAYER","RecruitmentItemIssuedByPlayer",
"Fired when the player selects adds a unit to the queue","unit record",&DAT_1179ebf0)
;
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1004ec90(void)
{
FUN_10c987f0("HISTORICAL_CHARACTER_GENERATION_EVENT","HistoricalCharacters",&DAT_1173dad0,
"List of possible historical characters",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_10054d10(void)
{
FUN_10c987f0("HISTORICAL_EVENTS_EVENT","HistoricalEvents",&DAT_1173dad0,
"List of possible historical events",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_1008e990(void)
{
FUN_10c987f0("SHORTCUT_TRIGGERED","ShortcutTriggered",
"Fired when a keyboard shortcut is triggered","String",&DAT_1179b680);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100a9360(void)
{
FUN_10c987f0("FRONTEND_TRANSITION_EVENT","FrontendScreenTransition",
"triggers we change screens in the frontend",
"string (name of layout transitioned to)",&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100a95d0(void)
{
FUN_10c987f0("HISTORIC_BATTLE_EVENTS","HistoricBattleEvent",
"Events fired from Historic battle, will send the name of next battle to be played !"
,"String","Krishna");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100b0ae0(void)
{
FUN_10c987f0("COMPONENT_CREATED_EVENT","ComponentCreated",
"Fires when a Component is first created (at end of RunScript)",
"String (name of the Component), Component ( this )","Krishna");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0c90(void)
{
FUN_10c987f0("BUILDING_INFO_PANEL_OPEN_EVENT_CAMPAIGN","BuildingInfoPanelOpenedCampaign",
"triggers when the building info panel is opened by the user in the campaign game",
"string","shane");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0cc0(void)
{
FUN_10c987f0("CHARACTER_DESELECTED_EVENT","CharacterDeselected",
"triggers when a character has been deselected on the campaign map","Empty string",
"Christian");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0cf0(void)
{
FUN_10c987f0("COMPONENT_LCLICK_EVENT","ComponentLClickUp",
"Triggered when a user clicks on any component",
"String (ComponentType condition), Component",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0d20(void)
{
FUN_10c987f0("COMPONENT_MOUSEON_EVENT","ComponentMouseOn",
"Triggered when a user mouses over any component",
"String (ComponentType condition), Component","Shane");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0d50(void)
{
FUN_10c987f0("COMPONENT_MOVED_EVENT","ComponentMoved",
"Triggered when a user releases the left button after dragging an item",
"String (ComponentType condition), Component","Shane");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0d80(void)
{
FUN_10c987f0("HUD_REFRESH_EVENT","HudRefresh","triggers when the HUD is reconstructed",
"Empty string","Shane");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0db0(void)
{
FUN_10c987f0("INCOMING_MESSAGE_EVENT","IncomingMessage",
"triggers when a dropdown message first starts falling down the screen",
"string (event name)",&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0ea0(void)
{
FUN_10c987f0("LOADING_SCREEN_DISMISSED_EVENT","LoadingScreenDismissed",
"triggers when loading screen dismissed by player","Empty string","ScottB");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0ed0(void)
{
FUN_10c987f0("MESSAGE_OPENED_EVENT_BATTLE","EventMessageOpenedBattle",
"triggers when a dropdown message is opened by the user","string (event name)",
&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0f00(void)
{
FUN_10c987f0("MESSAGE_OPENED_EVENT_CAMPAIGN","EventMessageOpenedCampaign",
"triggers when a dropdown message is opened by the user","string (event name)",
&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0f30(void)
{
FUN_10c987f0("PANEL_ADVICE_EVENT_BATTLE","PanelAdviceRequestedBattle",
"triggers when the user clicks on the request advice button on a panel in battle",
"string",&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0f60(void)
{
FUN_10c987f0("PANEL_ADVICE_EVENT_CAMPAIGN","PanelAdviceRequestedCampaign",
"triggers when the user clicks on the request advice button on a panel in the campaign game"
,"string",&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0f90(void)
{
FUN_10c987f0("PANEL_CLOSED_EVENT_BATTLE","PanelClosedBattle",
"triggers when a ui panel is closed by the user in battle","string",&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0fc0(void)
{
FUN_10c987f0("PANEL_CLOSED_EVENT_CAMPAIGN","PanelClosedCampaign",
"triggers when a ui panel is closed by the user in the campaign game","string",
&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d0ff0(void)
{
FUN_10c987f0("PANEL_OPEN_EVENT_BATTLE","PanelOpenedBattle",
"triggers when a ui panel is opened by the user in battle","string",&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d1020(void)
{
FUN_10c987f0("PANEL_OPEN_EVENT_CAMPAIGN","PanelOpenedCampaign",
"triggers when a ui panel is opened by the user in the campaign game","string",
&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d1090(void)
{
FUN_10c987f0("SETTLEMENT_DESELECTED_EVENT","SettlementDeselected",
"triggers when a settlement has been deselected on the campaign map","Empty string",
"Christian");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d11a0(void)
{
FUN_10c987f0("TECHNOLOGY_INFO_PANEL_OPEN_EVENT_CAMPAIGN","TechnologyInfoPanelOpenedCampaign",
"triggers when the technology info panel is opened by the user in the campaign game",
"string","shane");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d11d0(void)
{
FUN_10c987f0("TOOLTIP_ADVICE_EVENT","TooltipAdvice",
"triggers when a tooltip cycles though all of it\'s available lines (only happens at end of first sequence"
,"string",&DAT_117b0390);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d1200(void)
{
FUN_10c987f0("TOUCH_USED_EVENT","TouchUsed","Trigger when touch controls have been used",
"battle_ui","Petr Tomicek");
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d1230(void)
{
FUN_10c987f0("UI_CREATED_EVENT","UICreated","Fires when the UI is first created",
"String (name of the UI), Component (root component of the ui)",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
### FUNCTION START ###
void UndefinedFunction_100d1260(void)
{
FUN_10c987f0("UI_DESTROYED_EVENT","UIDestroyed","Fires when the UI is destroyed",
"String (name of the UI)",&DAT_117a2ecc);
return;
}
### FUNCTION END ###
Total valid functions processed: 214
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