Open source Star Ruler 2 source code!
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void setCheatsEnabled(bool enabled) -> server::cheats::setCheatsEnabled
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bool getCheatsEnabled() -> local server::cheats::getCheatsEnabled
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void cheatsEnabled(bool enabled) -> shadow::cheats::serverCheatsEnabled
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void cheatSeeAll(bool enabled) -> server::cheats::cheatSeeAll
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void cheatColonize(bool enabled) -> server::cheats::cheatColonize
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void cheatSpawnFlagship(Object@ spawnAt, const Design@ design, Empire@ owner) -> server::cheats::cheatSpawnFlagship
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void cheatSpawnFlagship(vec3d spawnAt, const Design@ design, Empire@ owner) -> server::cheats::cheatSpawnFlagship
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void cheatSpawnSupports(Object@ spawnAt, const Design@ design, uint count) -> server::cheats::cheatSpawnSupports
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void cheatSpawnSupports(vec3d, const Design@ design, uint count, Empire@ owner) -> server::cheats::cheatSpawnSupports
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void cheatSpawnOrbital(vec3d spawnAt, uint orbitalType, Empire@ owner) -> server::cheats::cheatSpawnOrbital
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void cheatActivateAI() -> server::cheats::cheatActivateAI
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void cheatInfluence(int amount) -> server::cheats::cheatInfluence
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void cheatResearch(double amount) -> server::cheats::cheatResearch
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void cheatMoney(int amount) -> server::cheats::cheatMoney
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void cheatLabor(Object@ obj, double amount) -> server::cheats::cheatLabor
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void cheatFTL(int amount) -> server::cheats::cheatFTL
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void cheatEnergy(int amount) -> server::cheats::cheatEnergy
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void cheatChangeOwner(Object@ obj, Empire@ newOwner) -> server::cheats::cheatChangeOwner
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void cheatDestroy(Object@ obj) -> server::cheats::cheatDestroy
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void cheatDebugAI(Empire@ emp) -> server::cheats::cheatDebugAI
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void cheatCommandAI(Empire@ emp, string cmd) -> server::cheats::cheatCommandAI
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void cheatAlliance(Empire& from, Empire& to) -> server::cheats::cheatAlliance
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void cheatTrigger(Object@ obj, Empire@ emp, string cmd) -> server::cheats::cheatTrigger
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void playAsEmpire(Empire@ emp) -> server::empire::playAsEmpire
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void allowPlayEmpire(Empire@ emp) -> shadow::empire::allowPlayEmpire
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void playingEmpire(Empire@ emp) -> client::tabs.GalaxyTab::playingEmpire
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void declareWar(Empire& onEmpire) -> server::warandpeace::declareWar
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bool isForcedPeace(Empire& from, Empire& to) -> local server::warandpeace::isForcedPeace
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void sendPeaceOffer(Empire& toEmpire) -> server::influence_global::sendPeaceOffer_client
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uint getMajorEmpireCount() -> local server::empire::getMajorEmpireCount
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void mpChat(string text, uint empMask = 0xffffffff, string spec = "") -> server::empire::chatMessage
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void recvMPChat(string text) -> client::multiplayer::chatMessage
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void markDesignObsolete(const Design@ dsg, bool value = true) -> server::empire::markDesignObsolete
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bool hasGameEnded() -> local server::victory::hasGameEnded_client
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void serverEndGame() -> shadow::victory::serverGameEnd
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void removeGfxEffect(int64 id) -> client::gfxeffects::removeGfxEffect
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void makeBeamEffect(int64 id, Object@ from, Object@ to, uint color, double width, string material = "", double timer = -1.0) -> client::gfxeffects::makeBeamEffect
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void makePersistentParticles(int64 id, Object@ from, string particleName, double size = 1.0, double timer = -1.0) -> client::gfxeffects::makePersistentParticles
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Empire@ getSenateLeader() -> local server::influence_global::getSenateLeader
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StackInfluenceCard@[] getInfluenceCardStack() -> local server::influence_global::getInfluenceCardStack
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void buyCardFromInfluenceStack(int id) -> server::influence_global::buyCardFromInfluenceStack
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void playInfluenceCard(int id, Targets@ targets, uint voteId = uint(-1)) -> server::influence_global::playInfluenceCard
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double getInfluenceDrawInterval() -> local server::influence_global::getInfluenceDrawInterval
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double getInfluenceDrawTimer() -> local server::influence_global::getInfluenceDrawTimer
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InfluenceVote@[] getActiveInfluenceVotes() -> local server::influence_global::getActiveInfluenceVotes_client
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InfluenceVote@[] getInfluenceVoteByID(uint id) -> local server::influence_global::getInfluenceVoteByID_client
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InfluenceVote@[] getInfluenceVoteHistory(uint limit, int befoerId = -1, bool reverse = true) -> local server::influence_global::getInfluenceVoteHistory_client
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void leaveInfluenceVote(uint id) -> server::influence_global::leaveVote_client
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void makeInfluenceVoteOffer(uint id, InfluenceVoteOffer@ offer) -> server::influence_global::makeInfluenceVoteOffer_client
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void claimInfluenceVoteOffer(uint id, int offerId) -> server::influence_global::claimInfluenceVoteOffer_client
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void withdrawInfluenceVote(uint id) -> server::influence_global::withdrawVote_client
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void sendInfluenceVoteMessage(uint id, string message) -> server::influence_global::voteMessage_client
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InfluenceEffect@[] getActiveInfluenceEffects() -> local server::influence_global::getActiveInfluenceEffects_client
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void dismissInfluenceEffect(int id) -> server::influence_global::dismissEffect_client
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Empire@ getInfluenceEffectOwner(int id) -> local server::influence_global::getInfluenceEffectOwner
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bool canDismissInfluenceEffect(int id, Empire@ byEmp = null) -> local server::influence_global::canDismissInfluenceEffect
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void objectRenamed(Object@ obj, string name, bool setNamed = true) -> shadow::influence_global::objectRenamed
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void createTreaty(Treaty@ treaty) -> server::influence_global::createTreaty_client
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Treaty@[] getActiveTreaties() -> local server::influence_global::getActiveInfluenceTreaties_client
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void inviteToTreaty(int id, Empire@ emp) -> server::influence_global::inviteToTreaty_client
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void leaveTreaty(int id) -> server::influence_global::leaveTreaty_client
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void declineTreaty(int id) -> server::influence_global::declineTreaty_client
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void joinTreaty(int id) -> server::influence_global::joinTreaty_client
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void offerSurrender(Empire@ toEmp) -> server::influence_global::offerSurrender_client
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void demandSurrender(Empire@ ofEmp) -> server::influence_global::demandSurrender_client
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void makeDonation(Empire@ toEmp, DiplomacyOffer@ offer) -> server::influence_global::makeDonation_client
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double getInvasionInterval() -> local server::Invasion.InvasionMap::getInvasionInterval
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double getInvasionTimer() -> local server::Invasion.InvasionMap::getInvasionTimer
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double getInvasionStrength() -> local server::Invasion.InvasionMap::getInvasionStrength
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void changeEmpireSettings(EmpireSettings@ settings) -> menu_server::new_game::changeEmpireSettings_client
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void menuChat(string text) -> menu_server::new_game::chatMessage
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void recvMenuChat(string text) -> menu_client::new_game::chatMessage_client
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void recvMenuJoin(string text) -> menu_client::new_game::chatJoin_client
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void recvMenuLeave(string text) -> menu_client::new_game::chatLeave_client
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void clientAchievement(string id) -> shadow::achievements::clientAchive
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double getGlobalValue(uint id) -> local server::hook_globals::getGlobalValue_client
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void sendPingAll(vec3d position, uint type = 0) -> server::pings::sendPingAll
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void sendPingAllied(vec3d position, uint type = 0) -> server::pings::sendPingAllied
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void showPing(Empire@ fromEmpire, vec3d position, uint type = 0) -> client::pings::showPing
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int getUnlockTag_client(string ident) -> local server::unlock_tags::getUnlockTag_client
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string getUnlockTagIdent_client(int ident) -> local server::unlock_tags::getUnlockTagIdent
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int getObjectStat_client(string ident) -> local server::object_stats::getObjectStatId_client
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string getObjectStatIdent_client(int ident) -> local server::object_stats::getObjectStatIdent
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bool hasInvasionMap() -> local server::Invasion.InvasionMap::hasInvasionMap
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bool hasDialogue() -> local server::scenario::hasDialogue_cl
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Dialogue@[] getActiveDialogue() -> local server::scenario::getActiveDialogue_cl
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Objective@[] getActiveDialogueObjective() -> local server::scenario::getActiveDialogueObjective_cl
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void skipDialogueObjective() -> local server::scenario::skipObjective_cl
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void guiDialogueAction(string id) -> client::dialogue::DialogueRemoteAction
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void guiObjectiveStart(string id, Object@ obj = null) -> client::dialogue::RemoteObjectiveStart
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void guiObjectiveEnd(string id) -> client::dialogue::RemoteObjectiveEnd
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void srvObjectiveComplete(string id) -> local server::dialogue::RemoteObjectiveComplete
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void addAmbientSource(string sound, int id, vec3d pos, double scale) -> client::ambience::addAmbientSource
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void removeAmbientSource(int id) -> client::ambience::removeAmbientSource
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void setGameSpeed(double speed) -> server::timing::setGameSpeed
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SystemDesc@[] getSystems() -> local server::game_start::getSystems
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Region@ getRegion(vec3d point) -> local server::regions.regions::getRegion_client
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void sendClientMessage(string title, string txt, uint color = 0) -> client::scenario::sendMessage
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void sendClientZoom(Object@ zoomTo) -> client::tabs.GalaxyTab::sendZoom
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void refreshClientSystems() -> client::navigation.systems::refreshClientSystems
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bool isOutsideUniverseExtents(vec3d point, double margin = 500) -> local server::regions.regions::isOutsideUniverseExtents_client
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double getPathDistance(vec3d from, vec3d to) -> local server::oddity_navigation::getPathDistance_client
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