Open source Star Ruler 2 source code!
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Object.Statuses : components.Statuses::Statuses {
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local:
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Status@[] getStatusEffects();
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bool hasStatusEffect(uint typeId);
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safe uint get_statusEffectCount();
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uint get_statusEffectType(uint index);
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uint get_statusEffectStacks(uint index);
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Object@ get_statusEffectOriginObject(uint index);
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Empire@ get_statusEffectOriginEmpire(uint index);
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uint getStatusStackCount(uint typeId, Object@ originObject = null, Empire@ originEmpire = null);
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uint getStatusStackCountAny(uint typeId);
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server:
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int addStatus(double timer, uint typeId, Empire@ boundEmpire = null, Region@ boundRegion = null, Empire@ originEmpire = null, Object@ originObject = null);
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void addStatus(uint typeId, double timer = -1.0, Empire@ boundEmpire = null, Region@ boundRegion = null, Empire@ originEmpire = null, Object@ originObject = null);
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void removeStatus(int id);
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bool isStatusInstanceActive(int id);
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void removeStatusType(uint typeId);
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void removeStatusInstanceOfType(uint typeId);
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void removeRegionBoundStatus(Region@ region, uint typeId, double timer = -1.0);
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uint get_statusInstanceCount();
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uint get_statusInstanceType(uint index);
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int get_statusInstanceId(uint index);
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void addRandomCondition();
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void changeStatusOwner(Empire@ prevOwner, Empire@ newOwner);
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void changeStatusRegion(Region@ prevRegion, Region@ newRegion);
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void statusTick(double time);
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void destroyStatus();
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void writeStatuses(Message& msg) const;
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bool writeStatusDelta(Message& msg) const;
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shadow:
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void readStatuses(Message& msg);
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void readStatusDelta(Message& msg);
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}
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