Global
Scegli la firma esatta. Ogni variante conserva la propria descrizione e le proprie note.
void Sleep(int)void KillScript()int +=(int&, int)— Descrizione in attesa.int -=(int&, int)— Descrizione in attesa.int &(int, int)— Descrizione in attesa.int |(int, int)— Descrizione in attesa.int +(int, int)— Descrizione in attesa.int -(int, int)— Descrizione in attesa.int -(int)— Descrizione in attesa.void =(int&, int)— Descrizione in attesa.int *(int, int)— Descrizione in attesa.int /(int, int)— Descrizione in attesa.int %(int, int)— Descrizione in attesa.bool ==(int, int)— Descrizione in attesa.bool !=(int, int)— Descrizione in attesa.bool <(int, int)— Descrizione in attesa.bool >(int, int)— Descrizione in attesa.bool <=(int, int)— Descrizione in attesa.bool >=(int, int)— Descrizione in attesa.int abs(int)void Write(int)int MIN(int, int)int MAX(int, int)int CLAMP(int, int, int)float +(float, float)— Descrizione in attesa.float -(float, float)— Descrizione in attesa.float -(float)— Descrizione in attesa.void =(float&, float)— Descrizione in attesa.float *(float, float)— Descrizione in attesa.float /(float, float)— Descrizione in attesa.bool ==(float, float)— Descrizione in attesa.bool !=(float, float)— Descrizione in attesa.bool <(float, float)— Descrizione in attesa.bool >(float, float)— Descrizione in attesa.float sqrt(float)int Int(float)void Write(float)float MIN(float, float)float MAX(float, float)float CLAMP(float, float, float)void =(bool&, bool)— Descrizione in attesa.bool !(bool)— Descrizione in attesa.bool &&(bool, bool)— Descrizione in attesa.bool ||(bool, bool)— Descrizione in attesa.bool ^(bool, bool)— Descrizione in attesa.void Write(pstr)void Write(str)void =(pstr&, pstr)— Descrizione in attesa.void =(str&, str)— Descrizione in attesa.int StrCmp(str, str)void StrCat(str&, str)str ParseStr(str, str&)bool StrStr(str, str)str GetFromStr(str, str)str GetFromStrToEOL(str, str)str +(str, str)— Descrizione in attesa.int FindChrPos(str, int)int GetChr(str, int)bool IsNull(str)int StrLen(str)str StrMid(str, int, int)int Str2Int(str)bool ==(str, str)— Descrizione in attesa.bool !=(str, str)— Descrizione in attesa.bool IsFlagSet(int, int)int SetFlag(int&, int, bool)point Point(int, int)point +(point, point)— Descrizione in attesa.point -(point, point)— Descrizione in attesa.point *(point, int)— Descrizione in attesa.point /(point, int)— Descrizione in attesa.int Dist(point, point)void =(point&, point)— Descrizione in attesa.bool ==(point, point)— Descrizione in attesa.bool !=(point, point)— Descrizione in attesa.rect IntersectRects(rect, rect)rect AddRects(rect, rect)void =(rect&, rect)— Descrizione in attesa.bool ==(rect, rect)— Descrizione in attesa.bool !=(rect, rect)— Descrizione in attesa.void =(IntArray&, IntArray&)— Descrizione in attesa.int& [(IntArray&, int)— Descrizione in attesa.void =(StrArray&, StrArray&)— Descrizione in attesa.str& [(StrArray&, int)— Descrizione in attesa.void =(StrMap&, StrMap&)— Descrizione in attesa.str& [(StrMap&, str)— Descrizione in attesa.void DumpStack()void DumpCode(int)point GetMapSize()void _RandomTerrain2(str)void =(Obj&, Obj)— Descrizione in attesa.void =(Item&, Item)— Descrizione in attesa.bool ==(Obj, Obj)— Descrizione in attesa.bool !=(Obj, Obj)— Descrizione in attesa.int GetClassRace(str)str GetRaceStr(int)str GetRaceStrPref(int)str GetRaceStrPrefLow(int)void ClearSelection(int)str cmdparam()str cmdwaiting()str rollover()str rollover(Obj, bool)str rollover(Obj, str, bool)str rollover(Obj, str)str rollover_desc(Obj, str, bool)int cmdcost_gold()int cmdcost_food()int cmdcost_pop()int cmdcost_stamina()int GetPlayerRace(int)— Descrizione in attesa.ObjList _GetSelection()void ClearDebug()Obj Place(str, point, int)Obj PlaceInHolder(str, str, int)Obj _PlaceEx(str, int, int, int)void _PlaceBlockEx(str, int, int, int, int, int, int, int)void _PlaceBlockEx(str, int, int, int, int, int, int, int, str)void _Summon(str, int, int, int)Query Group(str)int GetGroupSize(str)ObjList SpawnGroup(str)ObjList SpawnGroupInHolder(str, str)ObjList SpawnGroupInHolder(str, Obj)Obj SpawnNamed(str)void ModLevel(str, int, int, int)Query Union(Query, Query)Query Intersect(Query, Query)Query Substract(Query, Query)— Descrizione in attesa.Query Subtract(Query, Query)Query ClassPlayerAreaObjs(str, int, str)— Descrizione in attesa.Query ClassPlayerObjs(str, int)Query BuildingsInSettlement(str, str)— Descrizione in attesa.Query UnitsInSettlement(str, str)— Descrizione in attesa.Query UnitsAroundSettlement(str, str)— Descrizione in attesa.Query UnitsGuardingSettlement(str, str)— Descrizione in attesa.Query UnitsInSettlement(Settlement, str)— Descrizione in attesa.Query UnitsAroundSettlement(Settlement, str)— Descrizione in attesa.Query UnitsGuardingSettlement(Settlement, str)— Descrizione in attesa.Query EnemyObjs(int, str)Query FriendlyObjs(int, str)Query ControllableObjs(int, str)— Descrizione in attesa.Query AreaObjs(str, str)Query ObjsInRect(rect, str)Query ObjsInCircle(point, int, str)Query ObjsInSight(Obj, str)Query VisibleObjsInSight(Obj, str)Query ObjsInRange(Obj, str, int)Query AttachedUnits(Hero, str)Query PartyQuery()void =(Query&, Query)— Descrizione in attesa.void DistributeExperience(Query, int)void AttackArea(Query, str)void MoveToArea(Query, str)Obj NearestObj(Query, point)— Descrizione in attesa.Obj NearestObj(Query, Obj)— Descrizione in attesa.NamedObj GetNamedObj(str)bool EnemyInRange(point, int, Obj)bool GetResearchHack()Catapult PlaceCatapult(int, int, int, int)point GetCatapultAttackPoint(point)— Descrizione in attesa.int max_train_1_level()void SetExperienceModifier(int, int)int GetExperienceModifier(int)ObjList GetPlayerUnits(int)ObjList GetPlayerUnits(int, str)void InvalidateRegenConsts()— Descrizione in attesa.int ExpFromLevel(int)int LevelFromExp(int)str GetRandomHeroClass(str, int)int HeroSkillId(str)str HeroSkillName(int)void _ScriptEditor()void _ScriptEditor(str)void _DialogEditor()void _DialogEditor(str)void _de()str _Choose(str, str)str _ListClasses()str _ListFolder(str)str _ListFolderEx(str, str)str _ListTerrains()void MiniMap()void SetMiniMapRect(rect)void BuildMiniMap(str)void ToggleZoomMap()void ShowZoomMap()void HideZoomMap()int _ZoomMapLastShownTime()bool ==(Settlement, Settlement)— Descrizione in attesa.void =(Settlement&, Settlement)— Descrizione in attesa.Settlement GetSettlement(str)void =(ObjList&, ObjList)— Descrizione in attesa.Obj [(ObjList, int)— Descrizione in attesa.bool ActorPresent(str)— Descrizione in attesa.str ConvResult(str)void ConvSetResult(str, str)— Descrizione in attesa.str RunConv(str)str _ListConvs()void EnvWriteString(str, str)void EnvWriteInt(str, int)— Descrizione in attesa.str EnvReadString(str)int EnvReadInt(str)void EnvWriteObj(str, Obj)Obj EnvReadObj(str)void EnvWriteString(Settlement, str, str)void EnvWriteInt(Settlement, str, int)str EnvReadString(Settlement, str)int EnvReadInt(Settlement, str)void EnvWriteObj(Settlement, str, Obj)— Descrizione in attesa.Obj EnvReadObj(Settlement, str)— Descrizione in attesa.void EnvWriteString(Building, str, str)void EnvWriteInt(Building, str, int)str EnvReadString(Building, str)int EnvReadInt(Building, str)void EnvWriteObj(Building, str, Obj)Obj EnvReadObj(Building, str)void EnvWriteString(int, str, str)void EnvWriteInt(int, str, int)str EnvReadString(int, str)int EnvReadInt(int, str)void EnvWriteObj(int, str, Obj)Obj EnvReadObj(int, str)— Descrizione in attesa.void EnvList(str)— Descrizione in attesa.void EnvList(Settlement, str)— Descrizione in attesa.void EnvFind(str)— Descrizione in attesa.void EnvExport(str)void _ClearEnv()— Descrizione in attesa.void RegisterSettlementUpgrade(Settlement, str)void RegisterPlayerUpgrade(int, str)void RunSequence(str)void _SequencesStatus()bool IsRunning(str)bool IsWaiting(str)bool IsFinished(str)point ViewPos()void View(point, bool)void PlayMusic(str)void PlaySound(str)void PlaySound(int, str)bool MusicPlaying()void SetSpeed(int)int GetSpeed()void TogglePause()bool _Run(str)void Run(str)void Run(str, int)void Run(str, int, int)void Run(str, int, int, int)void Run(str, int, int, int, int)void Run(str, int, int, int, int, int)int IRun(str)int IRun(str, int)int IRun(str, int, int)int IRun(str, int, int, int)int IRun(str, int, int, int, int)int IRun(str, int, int, int, int, int)void ToggleFPS()int GetConst(str)str GetConstStr(str)int rand(int)void BlockUserInput()void UnblockUserInput()void ExploreCircle(int, point, int)void ExploreArea(int, str)ObjList Party()int GetTime()void EndGame(int, bool)bool IsMultiplayer()int SelAvgLevel()int SelAvgFood()int SelAvgStamina()int SelAvgArmor()int SelAvgDamage()int SelHealth()int SelMaxHealth()void LockView()void UnlockView()bool IsViewLocked()void StartViewFollow(Unit)void StopViewFollow()void StartViewFollow(NamedObj)void SetDifficulty(int)int GetDifficulty()rect GetMapRect()str MapName()void ChangeMap(str, str)void SetNextSeason(str)int GetTeamMilitaryScore(int)— Descrizione in attesa.int GetTeamPowerScore(int)— Descrizione in attesa.int GetTeamAchievementsScore(int)— Descrizione in attesa.int GetTeamOverallScore(int)point GetVec(point, point, int)bool IsPassable(point)bool IsPassable3x3(point)void BlockMiniMap(bool)bool IsExplored(point, int)int SelectionGold()int SelectionFood()bool NoTents()point RandomOffset(int)point RandomPointInCircle(point, int)bool PlayMovie(str)str Translate(str)str Translatef(str, str)str Translatef(str, str, str)str Translatef(str, str, str, str)void SaveAdventure(str)bool WasSelectionAssigned(int, int)bool WasSelectionAssigned(int)bool IsSelectionAssigned(int, int)bool IsSelectionAssigned(int)void SetGlobalBloodlust(bool)— Descrizione in attesa.void RevealHiddenEnemyUnits(point, int, int)— Descrizione in attesa.void InvalidateDamageFormulaParams()— Descrizione in attesa.void SwapSelectedObj(Obj, Obj)— Descrizione in attesa.void Crash()point AreaCenter(str)void DisableArea(str)void EnableArea(str)point GetRandomPointInArea(str)int AreaDistTo(point, str)void _AdvPlaceAreaRect(str, rect, str, str)void _AdvPlaceAreaCirc(str, point, int, str, str)void GiveNote(str)void RemoveNote(str)void ShowNotes()void ClearNotes()bool IsNoteActive(str)void CreateFeedback(str, Unit)void CreateFeedback(str, Unit, int)void CreateFeedback(str, point)void CreateFeedback(str, point, int)void DiplCeaseFire(int, int, bool)— Descrizione in attesa.void DiplShareView(int, int, bool)— Descrizione in attesa.void DiplShareControl(int, int, bool)— Descrizione in attesa.void DiplShareSupport(int, int, bool)— Descrizione in attesa.bool DiplGetCeaseFire(int, int)bool DiplGetShareView(int, int)— Descrizione in attesa.bool DiplGetShareControl(int, int)bool DiplGetShareSupport(int, int)void ClearDiplomacy()— Descrizione in attesa.void RecreateExploration()— Descrizione in attesa.bool IsPointInWater(point)void ItemUsed(int)int GetUseCount()Item GetThis()int GetTerrainHeight(point)point GetVecByDir(point, int)int GetAngleByDir(point)point GetDirByAngle(int)int MapSize()bool OnLeft(point, point)— Descrizione in attesa.int NumSquads(int)Squad GetSquad(int, int)int GAIKACount()GAIKA GetGAIKA(int)GAIKA GetGAIKA(Obj)GAIKA GetGAIKA(point)GAIKA GetGAIKA(int, int)GAIKA LAIKA(int, int)void SetNoAttack(str, int, bool)— Descrizione in attesa.void SetNoRecruit(str, int, bool)— Descrizione in attesa.void AreaAINoRecruit(str, int, bool)— Descrizione in attesa.void AreaAINoAttack(str, int, bool)— Descrizione in attesa.void AreaAIMaxPriority(str, int, bool)void AreaAISetAttackOptimism(str, int, int)— Descrizione in attesa.void SetMAIKA(GAIKA, GAIKA, GAIKA)void DumpMAIKA(int, int, int)int SettlementCount(point, int, str)Obj FindRuins(point, int, int)bool AttackSetForTraining(Obj, point, int)int AIRun(str)int AIRun(str, Settlement, ObjList, Obj, int)int AIRun(int, str, Settlement, ObjList, Obj, int)void AIBreakScript(int)void AIBreakScript(int, int)void AIExecCmd(Obj, str)— Descrizione in attesa.void IsAIShow()void ScrollTo(point, int)point GetGaikaCenter(int)point GetSquadCenter(int, int)int SetToIdx(Settlement)Settlement IdxToSet(int)int MaxSetIdx()void AIH_UnitBuilt(Unit)int AIGetPlayer()void AIO_SendSquad(int, int, int)— Descrizione in attesa.void AIO_Train(int, str, int, int)— Descrizione in attesa.point ViewSlot()void Squadize(ObjList, SquadList, int)bool IsResearched(Settlement, str)bool IsResearched(int, str)bool IsResearching(Settlement, str)bool IsResearching(int, str)bool GetCmdCost(str, int, int)int GetCmdStaminaCost(str)int MilUnits(int)int HeroArmiesFullPerc(int)int MilEval(int)int AllyMilUnits(int)int AllyMilEval(int)int EnemyMilUnits(int)int EnemyMilEval(int)int EnemyPlayersEval(int, int, int, int)int Strongholds(int)int AllyStrongholds(int)int EnemyStrongholds(int)int Villages(int)int AllyVillages(int)int EnemyVillages(int)int Outposts(int)int AllyOutposts(int)int EnemyOutposts(int)int Count(int, str)int AllyCount(int, str)int EnemyCount(int, str)int LSA(int, int)— Descrizione in attesa.int LSA(point)— Descrizione in attesa.int CheckLsaPath(int, int, int)int Ships(int, int)int EnemyShips(int, int)int AllyShips(int, int)int ShipNeeds(int, int)void ClrShipNeeds(int, int)void IncShipNeeds(int, int)bool IsWaterLsa(int)void AIAssist()— Descrizione in attesa.void AIStart(int)— Descrizione in attesa.void AIStart(int, str)— Descrizione in attesa.void AIStart(int, str, int)void AIStop(int)— Descrizione in attesa.GAIKA NearestHospital(Squad)Settlement NearestStronghold(point, int, int)— Descrizione in attesa.Settlement NearestStronghold(point, int)— Descrizione in attesa.Settlement NearestStronghold(point)Settlement NearestSet(point, str, int, int)Settlement NearestSet(point, str, int)Settlement NearestSet(point)ObjList GetSettlements(str, int)Ship PrepareAiTransportShip(int, int, int, str, point)void CheckLP()void SendSquadToLsaX()void GetMouseXY()int RUType(str, int)str UType(int, int)str UTech(int, int)str UTrainCmd(int, int)— Descrizione in attesa.bool UEnabled(int, int)bool CheckUEnabled(int, int, int, int, int)Obj FindTeleport(int, point, point)void Eval(int, point, int, int, int, int)int EvalGroup(str)bool IsProtected(int, point, str)bool NeedTraining(int)void GetCounterUnits(Settlement, IntArray)int GetClassHealt(str)int GetTrainGold(str)bool IsAIPlayer(int)void SetNoAIFlag(ObjList, bool)str ArenaTrainCmd(int)str ArenaUTech(int)str ArenaUType(int)str TempleUType(int)str TempleUTrain(int)void SelSquad()void SelSquad(int, int)void SelSquadLeader()void Breakpoint()void PrGAIKAStrat(GAIKA, int)GAIKA ViewGAIKA()void vg(int)str SS_STR(int)str GS_STR(int)void AIV(int)void AIV(int, str)void DbgAI(int)void DbgArmy(int)void dp(int)str LsaStr(int)— Descrizione in attesa.int AIVar(int, int)bool AIVar(int, int, int)void SetAIVar(int, int, int)void SetAIVar(int, int, int, bool)void AIRun(int, str)void AIRun(int, str, int)void AIRun(int, str, int, int)void AIRun(int, str, int, int, int)void AIRun(int, str, int, int, int, int)void AIRun(int, str, int, int, int, int, int)int AIIRun(int, str)int AIIRun(int, str, int)int AIIRun(int, str, int, int)int AIIRun(int, str, int, int, int)int AIIRun(int, str, int, int, int, int)int AIIRun(int, str, int, int, int, int, int)void AppendFile(str, str)void pr(str)void pr(int)void pr(bool)void cls()void quit()void switch()void _Black()void _Place(str, int, int)void _InvalidateAllToggle()void _ToggleInvRects()void _SetCursor(str)— Descrizione in attesa.void ProfileStart()void ProfileStop()void PerlinTest()void ShrinkEntities()void ReloadConstIni()void BuildSPF()void BuildRLEMMap()void PrintMemStats()void DumpObj()void ConvTerrains()void CheckClasses()void MakePassable()void SetPlayer(int)— Descrizione in attesa.int CurPlayer()— Descrizione in attesa.void ToggleFog()void SetFog(bool)void ExploreAll()void Invalidate()— Descrizione in attesa.void Render()void ScreenShot()— Descrizione in attesa.void ActivateScreenShots(int)void ToggleScreenShots(int)void DebugSelected()void Save()void ExportObjs(str)void ExportTerrain(str)void Load()void Save(str)void Load(str)void ChMap(str)void MousePos()void Conv()void ToggleVis()void Spawn(int, int)void RemoveDecors()void Explorer()void Dlg(str)void DumpStats(Obj)ObjList sel()Obj selo()Unit selu()Hero selh()Building selb()Settlement sels()Squad selsq()GAIKA selg()void Desync()void PFPersist(bool)void AddFD()void RemFD()— Descrizione in attesa.void RebuildPass()void Splash(str, str)void F5()— Descrizione in attesa.void FlatTerrain()void Pause()void TestLoad()void TestSave()void sd()void _RedrawAll()void InsDecor(int, int, int)void DelDecor(int, int)void PreLit()void DeepWater(int, int, int)void RayOfLight(int, int, int, int)void DumpFuncToXML()void USR()void ToggleLD()void ChangeFormation(str)void UndoMemory()void AdvExplorer()— Descrizione in attesa.void ae()— Descrizione in attesa.void TTest(str)void TTestf()void SaveEdit()void EdgeOfForever()void TestAdventure()void TestAdventureDebug()void SettlementCount()void LSA()— Descrizione in attesa.void GAIKAFD()void ESG(int, int)void GS(int)void cvar1(int)int cvar1()void cvar2(int)int cvar2()void TogglePtDraw(int)void DisablePtDraw()void EnablePtDraw()void ClearDecors()void GenTransTables()void GetItem(str)— Descrizione in attesa.void _PlayersAlly(int, int)— Descrizione in attesa.void _PlayersShareControl(int, int)— Descrizione in attesa.void _PlayersShareView(int, int)— Descrizione in attesa.void _PlayersShareSupport(int, int)— Descrizione in attesa.void _PlayersMakeEnemies(int, int)— Descrizione in attesa.void _chs(str)— Descrizione in attesa.void _SetNextSeason(str)void IngameDebugSelected()void gmp()— Descrizione in attesa.void GenHelpCmdIcons()— Descrizione in attesa.void gdb()— Descrizione in attesa.void _handles()str GetFormDsc(str)— Descrizione in attesa.void SetPlayerSettRace(int, int)— Descrizione in attesa.void SetSettRace(str, int)— Descrizione in attesa.void SetShortcutSel(int, int, ObjList)ObjList GetShortcutSel(int, int)void UIShowTab(int)int UITabShown()void BlurTerrain(int)void ShowFlatTerrain()str clock()void _DbgSel()bool WaitIdle(Query, int)bool WaitObjInQuery(Obj, Query, int)bool WaitQueryCountBetween(Query, int, int, int)bool WaitCommonObjects(Query, Query, int)bool WaitHealthBetween(Query, int, int, int)bool WaitSettlementCapture(str, int, int)bool WaitSettlementAllied(str, int, int)bool WaitEnvStringEqual(str, str, int)bool WaitEnvIntBetween(str, int, int, int)bool WaitAddNote(str, int)bool WaitRemoveNote(str, int)bool WaitConvRequest(Query, Query, int, Obj&, Obj&)— Descrizione in attesa.bool WaitUnitsInArea(Query, str, int)bool WaitIdleUnitsInArea(Query, str, int)bool WaitEmptyQuery(Query, int)bool WaitNonEmptyQuery(Query, int)bool WaitConvRequest(Obj, Obj, int)— Descrizione in attesa.void EndConvSetup(Obj, Obj)— Descrizione in attesa.void WaitPlayerChat(int&, str&, int)void ShowLastNotificationPos()void UserNotification(str, str, point, int)bool HasStarvingArmy()bool HasStarvingArmy(int)— Descrizione in attesa.Obj StarvingArmyPos(int)— Descrizione in attesa.void RunAIHelper(str, str)void RunAIHelper(str, str, str)void RunAIHelper(str, str, str, str)void RunAIHelper(str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str, str, str)void RunAIHelper(str, str, str, str, str, str, str, str, str)void StopAIHelper(str)bool IsAIHelperRunning(str)void pfd()void testpf()void SPFDone()bool SPFFindAreas_Quant()void SPFInitData()void SPFInitDirectionData()void SPFInitPointToAreaData()void SPFInitConnectData()bool SPFCalcConnectHighRes_Quant()— Descrizione in attesa.void SPFIncreaseConnect()bool SPFIncreaseConnect_Quant()int GetInnState(str, str)— Descrizione in attesa.void SetInnState(str, str, int)— Descrizione in attesa.int GetInnState(Obj)— Descrizione in attesa.void SetInnState(Obj, int)— Descrizione in attesa.void GenTransGame(str)— Descrizione in attesa.point MousePtm()void Goto(int, int)— Descrizione in attesa.void ToggleFD()— Descrizione in attesa.void Catch(Obj)void RemakeVis()— Descrizione in attesa.void HeroStats()void EqualHeroes()void _ui()void _di()void _bi()void _itools()void StartPlayerScript(int, str)— Descrizione in attesa.void StopPlayerScript(int, str)— Descrizione in attesa.int GetPlayerScriptsCount(int)str GetPlayerScript(int, int)void ShowAnnouncement(str, str)void HideAnnouncement(str)void ShowAnnouncement(int, str, str)void HideAnnouncement(int, str)void SetPlayerStatus(int, int, str, bool)void SetPlayerStatus(int, int, bool)int ShowNotification(str, str, int, str, Obj)int ShowHint(str, str, Obj)int ShowTutorial(str, str, Obj)void HideNotification(int)bool TutorialActive()bool HintsActive()void EnableHintsAndTutorials()void DisableHintsAndTutorials()bool AreHintsAndTutorialsEnabled()void PrintMsg(int, str)void _cr()int GetTerritoryState(str)void SetTerritoryState(str, int)— Descrizione in attesa.str ConquestBonus()— Descrizione in attesa.str FormDescription(str)— Descrizione in attesa.void EndGame(int, bool, str)void RandomPathCast()— Descrizione in attesa.bool DiplAreAllied(int, int)void SetUseCount(int)— Descrizione in attesa.void WaitForMapChange()