/*
* This is where the magic happens. However, there are other things
* that you can change. In "Definitions/definitions.h", you can
* remove the DEBUG defintion for a final release of your plugin.
* You can likewise change the version that the plguin is for.
* Supported versions are given in "Definitions/definitions.h".
*
* Oh, and you can also change the plugin's ID in that file as well,
* just in case it conflicts with other plugin IDs.
*/
//the asm functions don't seem to work for some reason. probably the offsets I have are wrong, if anyone knows them, contact me asap!
#include "asm.cpp"
#ifdef DEBUG
#include <fstream>
std::ofstream myfile;
#endif
// Any code in nextFrame() will be run every frame. On Fastest game speed, this is equal to 24 times per second.
bool nextFrame()
{
return true;
}
// Any code in gameOn() will be run once, when the map starts.
bool gameOn()
{
return true;
}
// Any code in gameEnd() will be run once, at the end of the game.
bool gameEnd()
{
return true;
}
void nextFrame()
{
int hitpoints = 35;
for (int i=0;i<1700;i++) {
UNIT* zergling;
zergling = &unitTable[i];
if (zergling->unitId == 37) {
if (zergling->healthPoints < 256*hitpoints) {
for (int j=0;j<1700;j++) {
if (zergling->healthPoints < 256) {
zergling->healthPoints = zergling->healthPoints + 32;
}
}
}
}
}
}
None.