Unit
Source function GetUnitGoldCost(int unitid) returns int
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 function GetUnitWoodCost(int unitid) returns int
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 function UnitAlive(unit id) returns boolean
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 function static unit.abortOrder() returns boolean
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 Cancels the current order 
 function static unit.addAbility(int abil) returns boolean
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 function static unit.addAbility(int abilId, int level)
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 function static unit.addAgi(int value)
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 function static unit.addAnimationProperties(string properties, boolean add)
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 function static unit.addAnimationProperties(string properties)
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 function static unit.addHP(real val)
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 function static unit.addInt(int value)
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 function static unit.addItemById(int itemId) returns item
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 function static unit.addItemHandle(item whichItem) returns boolean
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 function static unit.addItemToSlot(int id, int slot) returns boolean
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 function static unit.addItemToStock(int itmId, int currentStock, int stockMax)
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 function static unit.addLevels(int toAdd, boolean showEyeCandy)
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 function static unit.addMana(real val)
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 function static unit.addPermanentAbility(int abilId)
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 function static unit.addPermanentAbility(int abilId, int level)
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 function static unit.addSkillPoints(int value) returns boolean
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 function static unit.addState(unitstate state, real value)
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 function static unit.addStr(int value)
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 function static unit.addType(unittype utype) returns boolean
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 function static unit.addUnitToStock(int unitId, int currentStock, int stockMax)
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 function static unit.addXp(int toAdd, boolean showEyeCandy)
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 function static unit.cancelTimedLife()
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 function createUnit(int unitId) returns unit
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 function createUnit(player p, int unitId) returns unit
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 function createUnit(int unitId, vec2 pos) returns unit
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 function createUnit(player p, int unitId, vec2 pos) returns unit
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 function createUnit(player p, int unitId, vec2 pos, angle facing) returns unit
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 function createUnit(player p, int unitId, vec3 pos, angle facing) returns unit
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 function createUnitZ(player p, int unitId, vec3 pos, angle facing) returns unit
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 function static unit.decAbilityLevel(int abilityId)
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 function static unit.disableAbility(int abilId, boolean flag, boolean hideUI)
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 function static unit.disableAttack(boolean flag, boolean hideUI)
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 function static unit.disableWorkQueue(boolean flag, boolean hideUI)
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 function static unit.dropItemPoint(item itm, vec2 pos) returns boolean
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 function static unit.dropItemSlot(item itm, int slot) returns boolean
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 function static unit.endAbilityCooldown(int abilCode)
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 function static unit.explode()
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 Kills a unit by blowing it up 
 function static unit.getAbility(int abilId) returns ability
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 function static unit.getAbilityByIndex(int index) returns ability
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 function static unit.getAbilityCooldown(int abilId, int levelIndex) returns real
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 Level is indexed. Level 1 = 0, Level 2 = 1, e.t.c. 
 function static unit.getAbilityCooldownRemaining(int abilId) returns real
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 function static unit.getAbilityLevel(int id) returns int
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 function static unit.getAbilityManaCost(int abilId, int level) returns int
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 function static unit.getAgi(boolean includeBonuses) returns int
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 function static unit.getArmor() returns real
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 function static unit.getAttackCooldown(int weaponIndex) returns real
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 function static unit.getBaseDamage(int weaponIndex) returns int
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 function static unit.getCollisionSize() returns real
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 function static unit.getCurrentOrder() returns int
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 Returns the current order of the unit 
 function static unit.getDefaultAcquireRange() returns real
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 function static unit.getDefaultFlyHeight() returns real
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 function static unit.getDefaultMovespeed() returns real
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 function static unit.getDefaultPropWindow() returns angle
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 Returns the default prop window of the unit as angle.
 function static unit.getDefaultTurnSpeed() returns real
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 function static unit.getDiceNumber(int weaponIndex) returns int
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 function static unit.getDiceSides(int weaponIndex) returns int
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 function static unit.getFacingAngle() returns angle
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 Returns the facing of the unit as an angle.
Use this to avoid confusion between radians and degrees 
 function static unit.getField(unitbooleanfield field) returns boolean
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 function static unit.getField(unitintegerfield field) returns int
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 function static unit.getField(unitrealfield field) returns real
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 function static unit.getField(unitstringfield field) returns string
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 function static unit.getFieldWeapon(unitweaponbooleanfield field, int weaponIndex) returns boolean
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 function static unit.getFieldWeapon(unitweaponintegerfield field, int weaponIndex) returns int
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 function static unit.getFieldWeapon(unitweaponrealfield field, int weaponIndex) returns real
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 function static unit.getFieldWeapon(unitweaponstringfield field, int weaponIndex) returns string
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 function static unit.getFlyHeight() returns real
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 function static unit.getFoodUsed() returns int
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 function static unit.getGoldCost() returns int
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 function static unit.getHP() returns real
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 function static unit.getHPRatio() returns real
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 function handle.getHandleId() returns int
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 function static unit.getIcon() returns string
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 function static unit.getInt(boolean includeBonuses) returns int
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 function static unit.getIntMaxHP() returns int
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 function static unit.getIntMaxMana() returns int
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 function static unit.getItemById(int itemId) returns item
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 Returns the first item of the specific type from the unit's inventory,
or null if none is present 
 function static unit.getItemSlot(item whichItem) returns int
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 Retrieves slot number for speficied item or -1 if not found. 
 function static unit.getLevel() returns int
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 function static unit.getLocalZ() returns real
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 function static unit.getMana() returns real
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 function static unit.getMaxHP() returns real
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 function static unit.getMaxMana() returns real
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 function static unit.getMissingHP() returns real
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 Get units current missing health. 
 function static unit.getMissingMana() returns real
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 Get units current missing mana. 
 function static unit.getMoveSpeed() returns real
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 function static unit.getName() returns string
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 function static unit.getOwner() returns player
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 function static unit.getPointValue() returns int
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 function static unit.getPos() returns vec2
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 function static unit.getPos3Fly() returns vec3
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 function static unit.getPos3Real() returns vec3
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 function static unit.getPos3Zero() returns vec3
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 function static unit.getPos3with(real z) returns vec3
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 function static unit.getPropWindow() returns angle
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 Returns the prop window of the unit as angle. 
 function static unit.getProperName() returns string
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 function static unit.getRallyDestructable() returns destructable
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 function static unit.getRallyPoint() returns vec2
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 function static unit.getRallyTarget() returns rallyResult
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 Returns the rally point of this unit as a rallyResult 
 function static unit.getRallyUnit() returns unit
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 function static unit.getSkillPoints() returns int
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 function static unit.getState(unitstate state) returns real
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 function static unit.getStr(boolean includeBonuses) returns int
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 function static unit.getTurnSpeed() returns real
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 function static unit.getTypeId() returns int
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 function static unit.getUnitAcquireRange() returns real
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 function getUnitIcon(int unitId) returns string
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 function static unit.getUserData() returns int
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 function static unit.getWoodCost() returns int
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 function static unit.getX() returns real
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 function static unit.getXp() returns int
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 function static unit.getY() returns real
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 function static unit.hasAbility(int id) returns boolean
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 function static unit.hasItem(item whichItem) returns boolean
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 function static unit.hasItemById(int itemId) returns boolean
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 function static unit.hide()
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 function static unit.hideAbility(int abilId, boolean flag)
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 function static unit.incAbilityLevel(int abilityId)
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 function static unit.interruptAttack()
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 function static unit.inventory() returns InventoryIterator
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 Creates an inventory iterator that allows you to access each existing item in the unit's inventory via for-loop. An example 'for i in u.inventory()'. 
 function static unit.inventorySize() returns int
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 function static unit.isAlive() returns boolean
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 Checks if the unit is alive using the UnitAlive native 
 function static unit.isAllyOf(player whichPlayer) returns boolean
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 Checks whether a unit is an ally of the given player 
 function static unit.isAllyOf(unit u) returns boolean
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 Checks whether two units are allies 
 function static unit.isBuildInProgress() returns boolean
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 function static unit.isEnemyOf(player whichPlayer) returns boolean
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 Checks whether a unit is an enemy of the given player 
 function static unit.isEnemyOf(unit u) returns boolean
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 Checks whether two units are enemies 
 function static unit.isHidden() returns boolean
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 function static unit.isIllusion() returns boolean
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 function static unit.isInRange(vec2 pos, real distance) returns boolean
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 Checks whether a unit is within range of a point.
Takes into account the units collision size 
 function static unit.isInventoryFull() returns boolean
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 Checks if unit inventory is full. 
 function static unit.isInvulnerable() returns boolean
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 function static unit.isPaused() returns boolean
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 function static unit.isSelectable() returns boolean
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 function static unit.isSuspendedXp() returns boolean
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 function static unit.isType(unittype utype) returns boolean
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 function static unit.isUpgradeInProgress() returns boolean
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 function static unit.issuePointOrder(string order, vec2 target) returns boolean
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 function static unit.issuePointOrderById(int id, vec2 target) returns boolean
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 function static unit.issueRallyPoint(vec2 pos)
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 function static unit.itemCount() returns int
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 Returns the number of items equipped. 
 function static unit.itemCount(int itemTypeId) returns int
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 Returns the number of slots containing the given item type 
 function static unit.itemInSlot(int inventoryIndex) returns item
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 function static unit.kill()
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 function static unit.lookAt(string bone, unit target, vec3 offset)
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 function static unit.lookAt(string bone, unit target)
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 function static unit.makeAbilityPermanent(int abil, boolean flag) returns boolean
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 function static unit.pause()
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 function static unit.pauseEx()
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 function static unit.queueAnimation(string animation)
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 function rallyResult(RallyType rtype, unit u, destructable d, vec2 pos) returns rallyResult
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 function static unit.recycleGuardPosition()
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 function static unit.remove()
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 function static unit.removeAbility(int abil) returns boolean
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 function static unit.removeAnimationProperties(string properties)
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 function static unit.removeGuardPosition()
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 function static unit.removeItem(item itm)
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 function static unit.removeItemById(int itemId) returns boolean
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 Removes the first item of type itemId carried by the unit
returns true if an item was found and removed 
 function static unit.removeItemFromSlot(int slot) returns item
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 function static unit.removeItemFromStock(int itmId)
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 function static unit.removeLevels(int toRemove) returns boolean
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 function static unit.removeType(unittype utype) returns boolean
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 function static unit.removeUnitFromStock(int unitId)
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 function static unit.resetAbilityCooldown(int abilId)
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 function static unit.resetCooldown()
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 Reset all cooldowns of the unit 
 function static unit.resetLookAt()
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 function static unit.revive(vec2 pos, boolean doEyecandy)
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 function static unit.selectSkill(int abilcode)
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 function static unit.setAbilityCooldown(int abilId, int levelIndex, real cooldown)
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 Level is indexed. Level 1 = 0, Level 2 = 1, e.t.c. 
 function static unit.setAbilityLevel(int abilId, int lvl)
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 function static unit.setAbilityManaCost(int abilId, int level, int manaCost)
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 function static unit.setAgi(int value)
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 function static unit.setAnimation(string name)
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 function static unit.setAnimation(int index)
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 function static unit.setArmor(real armorAmount)
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 function static unit.setAttackCooldown(real cooldown, int weaponIndex)
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 function static unit.setAttackCooldownPercChange(real attackCooldownPercChange, int weaponIndex) returns real
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 Change unit attack cooldown by given percentage. Negative values are possible as well.
Returns the new attack cooldown time of the unit. 
 function static unit.setBaseDamage(int baseDamage, int weaponIndex)
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 function static unit.setColor(playercolor c)
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 function static unit.setDiceNumber(int diceNumber, int weaponIndex)
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 function static unit.setDiceSides(int diceSides, int weaponIndex)
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 function static unit.setExploded(boolean exploded)
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 Sets whether a unit explodes on death 
 function static unit.setFacing(angle a)
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 function static unit.setField(unitbooleanfield field, boolean value) returns boolean
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 function static unit.setField(unitintegerfield field, int value) returns boolean
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 function static unit.setField(unitrealfield field, real value) returns boolean
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 function static unit.setField(unitstringfield field, string value) returns boolean
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 function static unit.setFieldWeapon(unitweaponbooleanfield field, int weaponIndex, boolean value) returns boolean
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 function static unit.setFieldWeapon(unitweaponintegerfield field, int weaponIndex, int value) returns boolean
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 function static unit.setFieldWeapon(unitweaponrealfield field, int weaponIndex, real value) returns boolean
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 function static unit.setFieldWeapon(unitweaponstringfield field, int weaponIndex, string value) returns boolean
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 function static unit.setFlyHeight(real height, real rate)
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 function static unit.setHP(real hp)
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 function static unit.setInt(int value)
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 function static unit.setInvulnerable(boolean flag)
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 function static unit.setLevel(int level, boolean showEyeCandy)
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 function static unit.setMana(real val)
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 function static unit.setMaxHP(int hp)
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 function static unit.setMaxHP(int hp, boolean keepRatio)
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 Changes a unit's maximum hp, adjusting the
current hp to keep the same ratio.
 function static unit.setMaxMana(int mana)
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 function static unit.setMaxMana(int mana, boolean keepRatio)
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 Changes a unit's maximum mana, adjusting the
current mana to keep the same ratio.
If the current unit's maximum mana is zero,
the ratio will be considered zero.
 function static unit.setMoveSpeed(real speed)
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 function static unit.setMoveSpeedPercChange(real movespeedPercChange) returns real
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 Change unit movement speed by given percentage. Negative values are possible as well.
Returns the new speed of the unit.
ex.: using 0.25 on unit with speed 400 will make the new speed 500. 
 function static unit.setName(string name)
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 function static unit.setOwner(player p, boolean changeColor)
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 function static unit.setPathing(boolean value)
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 function static unit.setPos(vec2 pos)
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 Sets the unit's position using the SetUnitPosition native.
This native comes with some side effects like additional
position verification and stopping the target unit. 
 function static unit.setPos(real x, real y)
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 function static unit.setPosFly(vec3 pos)
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 function static unit.setPosReal(vec3 pos)
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 function static unit.setPropWindow(angle value)
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	A prop window of 0 prevents the unit from moving, but
it can still turn around.
 function static unit.setProperName(string name)
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 function static unit.setScale(real scale)
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 function static unit.setSkillPoints(int value) returns boolean
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 function static unit.setState(unitstate state, real value)
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 function static unit.setStr(int value)
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 function static unit.setTimeScale(real scale)
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 function static unit.setTimedLife(real time)
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 function static unit.setTurnSpeed(real speed)
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 function static unit.setType(unittype utype, boolean flag) returns boolean
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 function static unit.setUseFood(boolean flag)
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 function static unit.setUserData(int data)
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 function static unit.setVertexColor(int r, int g, int b, int a)
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 function static unit.setX(real x)
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 function static unit.setXY(vec2 pos)
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 Sets the coordinmates of the unit to the given position.
Uses the SetUnitX/Y natives 
 function static unit.setXY(vec3 pos)
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 Sets the coordinmates of the unit to the given position.
Uses the SetUnitX/Y natives 
 function static unit.setXYZ(vec3 pos)
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 Sets the coordinmates of the unit to the given position.
Z is being set as flyheight. Uses the SetUnitX/Y natives 
 function static unit.setXYZReal(vec3 pos)
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 function static unit.setXp(int newXpVal, boolean showEyeCandy)
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 function static unit.setY(real y)
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 function static unit.shareVision(player whichPlayer)
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 Share vision of that unit with a player 
 function static unit.shareVision(player whichPlayer, boolean share)
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 Set sharing of vision with a player 
 function static unit.show()
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 function static unit.showTeamGlow(boolean show)
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 function static unit.startAbilityCooldown(int abilCode)
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 function static unit.startAbilityCooldown(int abilCode, real cooldown)
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 function static unit.subHP(real val)
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 function static unit.subMana(real val)
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 function static unit.subState(unitstate state, real value)
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 function static unit.suspendXp(boolean suspend)
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 function static unit.toggleType(unittype utype) returns boolean
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 function static unit.unpause()
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 function static unit.unpauseEx()
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 function static unit.useItem(item itm) returns boolean
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 function static unit.useItemPoint(item itm, vec2 pos) returns boolean
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 function vec2.withRealZ(unit u) returns vec3
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