enum PlayerTypes { PlayerNeutral = 2, PlayerNobody = 3, PlayerComputer = 4, PlayerPerson = 5, PlayerRescuePassive = 6, PlayerRescueActive = 7, }; class CPlayer { int Index; string Name; int Type; string AiName; int StartX; int StartY; void SetStartView(int x, int y); tolua_property__s int EnergyProductionRate; tolua_property__s int MagmaProductionRate; tolua_property__s int EnergyStored; tolua_property__s int MagmaStored; tolua_property__s int EnergyStorageCapacity; tolua_property__s int MagmaStorageCapacity; const int UnitTypesCount[UnitTypeMax]; int AiEnabled; CUnit *Units[UnitMax]; int TotalNumUnits; int NumBuildings; int UnitLimit; int BuildingLimit; int TotalUnitLimit; int Score; int TotalUnits; int TotalBuildings; tolua_property__s int TotalEnergy; tolua_property__s int TotalMagma; int TotalRazings; int TotalKills; bool IsEnemy(const CPlayer *x) const; bool IsEnemy(const CUnit *x) const; bool IsAllied(const CPlayer *x) const; bool IsAllied(const CUnit *x) const; bool IsSharedVision(const CPlayer *x) const; bool IsSharedVision(const CUnit *x) const; bool IsBothSharedVision(const CPlayer *x) const; bool IsBothSharedVision(const CUnit *x) const; bool IsTeamed(const CPlayer *x) const; bool IsTeamed(const CUnit *x) const; }; extern CPlayer Players[PlayerMax]; extern CPlayer *ThisPlayer;