Richard Boegli's CnC_Generals_Zero_Hour Fork
WIP
This is documentation of Richard Boegil's Zero Hour Fork
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Here is a list of all enum values with links to the files they belong to:
- m -
MAA_Action_Ok :
AIUpdate.h
MAA_Action_To_AttackMove :
AIUpdate.h
MAA_Action_To_Bitmask :
AIUpdate.h
MAA_Action_To_Idle :
AIUpdate.h
MAA_Affect_Range_Aggressive :
AIUpdate.h
MAA_Affect_Range_Alert :
AIUpdate.h
MAA_Affect_Range_Bitmask :
AIUpdate.h
MAA_Affect_Range_IgnoreAll :
AIUpdate.h
MAA_Affect_Range_WaitForAttack :
AIUpdate.h
MACHINE_DONE_STATE_ID :
StateMachine.h
MAINMENU_MEDIUM_SCALE_UP_TRANSITION :
GameWindowTransitions.h
MAINMENU_SCALE_UP_TRANSITION :
GameWindowTransitions.h
MAINMENU_SMALL_SCALE_DOWN_TRANSITION :
GameWindowTransitions.h
MAINTAIN_FRAME_ACROSS_STATES :
W3DModelDraw.cpp
MAINTAIN_FRAME_ACROSS_STATES2 :
W3DModelDraw.cpp
MAINTAIN_FRAME_ACROSS_STATES3 :
W3DModelDraw.cpp
MAINTAIN_FRAME_ACROSS_STATES4 :
W3DModelDraw.cpp
MAP_BACK :
LANAPICallbacks.h
MAP_PREVIEW_HEIGHT :
MapPreview.h
MAP_PREVIEW_WIDTH :
MapPreview.h
MAX_ADJUST_RADIUS :
OCLSpecialPower.cpp
MAX_AI_UPGRADES :
AI.h
MAX_BATTLE_HONOR_COLUMNS :
BattleHonors.h
MAX_BATTLE_HONOR_IMAGE_HEIGHT :
BattleHonors.h
MAX_BATTLE_HONOR_IMAGE_WIDTH :
BattleHonors.h
MAX_BRIDGE_BODY_FX :
TerrainRoads.h
MAX_BUILD_PROGRESS :
InGameUI.h
MAX_BUILD_QUEUE_BUTTONS :
ControlBar.h
MAX_BUTTONS :
ControlBarObserver.cpp
MAX_CACHE_HASH :
WWAudio.h
MAX_COMMANDS_PER_SET :
ControlBar.h
MAX_CONTROL_BAR_STAGES :
ControlBar.h
MAX_CREDIT_STYLES :
Credits.h
MAX_DISCONNECTS_10 :
WOLQuickMatchMenu.cpp
MAX_DISCONNECTS_25 :
WOLQuickMatchMenu.cpp
MAX_DISCONNECTS_5 :
WOLQuickMatchMenu.cpp
MAX_DISCONNECTS_50 :
WOLQuickMatchMenu.cpp
MAX_DISCONNECTS_ANY :
WOLQuickMatchMenu.cpp
MAX_DISCONNECTS_COUNT :
WOLQuickMatchMenu.cpp
MAX_DISPLAYED_UNITS :
CampaignManager.h
MAX_DRAW_DATA :
WinInstanceData.h
MAX_DYNAMICMEMORYALLOCATOR_SUBPOOLS :
GameMemory.h
MAX_FIRESTORM_SYSTEMS :
FirestormDynamicGeometryInfoUpdate.h
MAX_GENERIC_SCRIPTS :
Team.h
MAX_GLOBAL_GENERAL_TYPES :
GameCommon.h
MAX_HW_PROVIDERS :
AudioSettings.h
MAX_ICONS :
Drawable.h
MAX_KEYFRAMES :
ParticleSys.h
MAX_LAYOUT_FUNC_LEN :
GameWindowManager.h
MAX_MESH_FRAGMENTS :
shattersystem.cpp
MAX_NEUTRON_BLASTS :
NeutronMissileSlowDeathUpdate.h
MAX_OBJECTIVE_LINES :
CampaignManager.h
MAX_OBJECTS :
FenceTool.cpp
MAX_OBJECTS_IN_MAP :
WorldBuilder.h
MAX_PARMS :
Scripts.h
MAX_PLAYER :
NetworkDefs.h
MAX_PLAYER_COUNT :
GameCommon.h
MAX_PROJECTILE_STREAM :
ProjectileStreamUpdate.h
MAX_PURCHASE_SCIENCE_RANK_1 :
ControlBar.h
MAX_PURCHASE_SCIENCE_RANK_3 :
ControlBar.h
MAX_PURCHASE_SCIENCE_RANK_8 :
ControlBar.h
MAX_RANKS :
RankPointValue.h
MAX_RELATIONS :
ScoreScreen.cpp
MAX_RIGHT_HUD_UPGRADE_CAMEOS :
ControlBar.h
MAX_SEG_INDEX :
W3DRoadBuffer.h
MAX_SEG_VERTEX :
W3DRoadBuffer.h
MAX_SIZE_BONUS :
ParticleSys.cpp
MAX_SPAWN_POINTS :
SpawnPointProductionExitUpdate.h
MAX_SPECIAL_POWER_SHORTCUTS :
ControlBar.h
MAX_SPIN_COUNT :
ScriptEngine.cpp
MAX_STRUCTURE_INVENTORY_BUTTONS :
ControlBar.h
MAX_SUBTITLE_LINES :
InGameUI.h
MAX_TEXT_LABEL :
WinInstanceData.h
MAX_TRANSITION_WINDOW_STYLES :
GameWindowTransitions.h
MAX_TURRETS :
GameCommon.h
MAX_UPGRADE_CAMEO_UPGRADES :
ThingTemplate.h
MAX_WALL_PIECES :
AIPathfind.h
MAX_WAYPOINTS :
W3DView.h
MAX_WINDOW_NAME_LEN :
WinInstanceData.h
MAXPLAYER_KEY :
PeerThread.cpp
MAXPROVIDERS :
MilesAudioManager.h
MaxQuitFlushTime :
Connection.cpp
MB_RETURN_CLOSE :
ExtendedMessageBox.h
MB_RETURN_KEEPOPEN :
ExtendedMessageBox.h
MBS_DoubleClick :
Mouse.h
MBS_Down :
Mouse.h
MBS_Up :
Mouse.h
MEDIUMDETAIL :
OptionsMenu.cpp
MEM_ANIMATION :
wwmemlog.h
MEM_BINK :
wwmemlog.h
MEM_COUNT :
wwmemlog.h
MEM_CULLINGDATA :
wwmemlog.h
MEM_GAMEDATA :
wwmemlog.h
MEM_GAMEINIT :
wwmemlog.h
MEM_GEOMETRY :
wwmemlog.h
MEM_NETWORK :
wwmemlog.h
MEM_PATHFIND :
wwmemlog.h
MEM_PHYSICSDATA :
wwmemlog.h
MEM_RENDERER :
wwmemlog.h
MEM_SOUND :
wwmemlog.h
MEM_STATICALLOCATION :
wwmemlog.h
MEM_STRINGS :
wwmemlog.h
MEM_TEXTURE :
wwmemlog.h
MEM_UNKNOWN :
wwmemlog.h
MEM_VIS :
wwmemlog.h
MEM_W3DDATA :
wwmemlog.h
MIP_LEVELS_1 :
texturefilter.h
MIP_LEVELS_10 :
texturefilter.h
MIP_LEVELS_11 :
texturefilter.h
MIP_LEVELS_12 :
texturefilter.h
MIP_LEVELS_2 :
texturefilter.h
MIP_LEVELS_3 :
texturefilter.h
MIP_LEVELS_4 :
texturefilter.h
MIP_LEVELS_5 :
texturefilter.h
MIP_LEVELS_6 :
texturefilter.h
MIP_LEVELS_7 :
texturefilter.h
MIP_LEVELS_8 :
texturefilter.h
MIP_LEVELS_ALL :
texturefilter.h
MIP_LEVELS_MAX :
texturefilter.h
MK_0 :
MetaEvent.h
MK_1 :
MetaEvent.h
MK_2 :
MetaEvent.h
MK_3 :
MetaEvent.h
MK_4 :
MetaEvent.h
MK_5 :
MetaEvent.h
MK_6 :
MetaEvent.h
MK_7 :
MetaEvent.h
MK_8 :
MetaEvent.h
MK_9 :
MetaEvent.h
MK_A :
MetaEvent.h
MK_APOSTROPHE :
MetaEvent.h
MK_B :
MetaEvent.h
MK_BACKSLASH :
MetaEvent.h
MK_BACKSPACE :
MetaEvent.h
MK_C :
MetaEvent.h
MK_COMMA :
MetaEvent.h
MK_D :
MetaEvent.h
MK_DEL :
MetaEvent.h
MK_DOWN :
MetaEvent.h
MK_E :
MetaEvent.h
MK_END :
MetaEvent.h
MK_ENTER :
MetaEvent.h
MK_EQUAL :
MetaEvent.h
MK_ESC :
MetaEvent.h
MK_F :
MetaEvent.h
MK_F1 :
MetaEvent.h
MK_F10 :
MetaEvent.h
MK_F11 :
MetaEvent.h
MK_F12 :
MetaEvent.h
MK_F2 :
MetaEvent.h
MK_F3 :
MetaEvent.h
MK_F4 :
MetaEvent.h
MK_F5 :
MetaEvent.h
MK_F6 :
MetaEvent.h
MK_F7 :
MetaEvent.h
MK_F8 :
MetaEvent.h
MK_F9 :
MetaEvent.h
MK_G :
MetaEvent.h
MK_H :
MetaEvent.h
MK_HOME :
MetaEvent.h
MK_I :
MetaEvent.h
MK_INS :
MetaEvent.h
MK_J :
MetaEvent.h
MK_K :
MetaEvent.h
MK_KP0 :
MetaEvent.h
MK_KP1 :
MetaEvent.h
MK_KP2 :
MetaEvent.h
MK_KP3 :
MetaEvent.h
MK_KP4 :
MetaEvent.h
MK_KP5 :
MetaEvent.h
MK_KP6 :
MetaEvent.h
MK_KP7 :
MetaEvent.h
MK_KP8 :
MetaEvent.h
MK_KP9 :
MetaEvent.h
MK_KPSLASH :
MetaEvent.h
MK_L :
MetaEvent.h
MK_LBRACKET :
MetaEvent.h
MK_LEFT :
MetaEvent.h
MK_M :
MetaEvent.h
MK_MINUS :
MetaEvent.h
MK_N :
MetaEvent.h
MK_NONE :
MetaEvent.h
MK_O :
MetaEvent.h
MK_P :
MetaEvent.h
MK_PERIOD :
MetaEvent.h
MK_PGDN :
MetaEvent.h
MK_PGUP :
MetaEvent.h
MK_Q :
MetaEvent.h
MK_R :
MetaEvent.h
MK_RBRACKET :
MetaEvent.h
MK_RIGHT :
MetaEvent.h
MK_S :
MetaEvent.h
MK_SEMICOLON :
MetaEvent.h
MK_SLASH :
MetaEvent.h
MK_SPACE :
MetaEvent.h
MK_T :
MetaEvent.h
MK_TAB :
MetaEvent.h
MK_TICK :
MetaEvent.h
MK_U :
MetaEvent.h
MK_UP :
MetaEvent.h
MK_V :
MetaEvent.h
MK_W :
MetaEvent.h
MK_X :
MetaEvent.h
MK_Y :
MetaEvent.h
MK_Z :
MetaEvent.h
MM_Action_Attack :
AIUpdate.h
MM_Action_AttackMove :
AIUpdate.h
MM_Action_Idle :
AIUpdate.h
MM_Action_Move :
AIUpdate.h
MM_Controller_AI :
AIUpdate.h
MM_Controller_Bitmask :
AIUpdate.h
MM_Controller_Player :
AIUpdate.h
MM_Mood_Aggressive :
AIUpdate.h
MM_Mood_Alert :
AIUpdate.h
MM_Mood_Bitmask :
AIUpdate.h
MM_Mood_Normal :
AIUpdate.h
MM_Mood_Passive :
AIUpdate.h
MM_Mood_Sleep :
AIUpdate.h
MM_UnitType_Air :
AIUpdate.h
MM_UnitType_Bitmask :
AIUpdate.h
MM_UnitType_NonTurreted :
AIUpdate.h
MM_UnitType_Turreted :
AIUpdate.h
MOB_STATE_ATTACK :
MobMemberSlavedUpdate.h
MOB_STATE_CATCHING_UP :
MobMemberSlavedUpdate.h
MOB_STATE_CATCHUP_NOW :
MobMemberSlavedUpdate.h
MOB_STATE_IDLE :
MobMemberSlavedUpdate.h
MOB_STATE_NONE :
MobMemberSlavedUpdate.h
MODE_DRAG_MOVE :
GUIEdit.h
MODE_EDIT :
GUIEdit.h
MODE_KEYBOARD_MOVE :
GUIEdit.h
MODE_NUM_MODES :
GUIEdit.h
MODE_RESIZE_BOTTOM :
GUIEdit.h
MODE_RESIZE_BOTTOM_LEFT :
GUIEdit.h
MODE_RESIZE_BOTTOM_RIGHT :
GUIEdit.h
MODE_RESIZE_LEFT :
GUIEdit.h
MODE_RESIZE_RIGHT :
GUIEdit.h
MODE_RESIZE_TOP :
GUIEdit.h
MODE_RESIZE_TOP_LEFT :
GUIEdit.h
MODE_RESIZE_TOP_RIGHT :
GUIEdit.h
MODE_TEST_RUN :
GUIEdit.h
MODE_UNDEFINED :
GUIEdit.h
MODELCONDITION_ACTIVELY_BEING_CONSTRUCTED :
ModelState.h
MODELCONDITION_ACTIVELY_CONSTRUCTING :
ModelState.h
MODELCONDITION_AFLAME :
ModelState.h
MODELCONDITION_ARMED :
ModelState.h
MODELCONDITION_ARMORSET_CRATEUPGRADE_ONE :
ModelState.h
MODELCONDITION_ARMORSET_CRATEUPGRADE_TWO :
ModelState.h
MODELCONDITION_ATTACKING :
ModelState.h
MODELCONDITION_AWAITING_CONSTRUCTION :
ModelState.h
MODELCONDITION_BACKCRUSHED :
ModelState.h
MODELCONDITION_BETWEEN_FIRING_SHOTS_A :
ModelState.h
MODELCONDITION_BETWEEN_FIRING_SHOTS_B :
ModelState.h
MODELCONDITION_BETWEEN_FIRING_SHOTS_C :
ModelState.h
MODELCONDITION_BURNED :
ModelState.h
MODELCONDITION_CAPTURED :
ModelState.h
MODELCONDITION_CARRYING :
ModelState.h
MODELCONDITION_CENTER_TO_LEFT :
ModelState.h
MODELCONDITION_CENTER_TO_RIGHT :
ModelState.h
MODELCONDITION_CLIMBING :
ModelState.h
MODELCONDITION_CONSTRUCTION_COMPLETE :
ModelState.h
MODELCONDITION_CONTINUOUS_FIRE_FAST :
ModelState.h
MODELCONDITION_CONTINUOUS_FIRE_MEAN :
ModelState.h
MODELCONDITION_CONTINUOUS_FIRE_SLOW :
ModelState.h
MODELCONDITION_COUNT :
ModelState.h
MODELCONDITION_DAMAGED :
ModelState.h
MODELCONDITION_DEPLOYED :
ModelState.h
MODELCONDITION_DISGUISED :
ModelState.h
MODELCONDITION_DOCKING :
ModelState.h
MODELCONDITION_DOCKING_ACTIVE :
ModelState.h
MODELCONDITION_DOCKING_BEGINNING :
ModelState.h
MODELCONDITION_DOCKING_ENDING :
ModelState.h
MODELCONDITION_DOOR_1_CLOSING :
ModelState.h
MODELCONDITION_DOOR_1_OPENING :
ModelState.h
MODELCONDITION_DOOR_1_WAITING_OPEN :
ModelState.h
MODELCONDITION_DOOR_1_WAITING_TO_CLOSE :
ModelState.h
MODELCONDITION_DOOR_2_CLOSING :
ModelState.h
MODELCONDITION_DOOR_2_OPENING :
ModelState.h
MODELCONDITION_DOOR_2_WAITING_OPEN :
ModelState.h
MODELCONDITION_DOOR_2_WAITING_TO_CLOSE :
ModelState.h
MODELCONDITION_DOOR_3_CLOSING :
ModelState.h
MODELCONDITION_DOOR_3_OPENING :
ModelState.h
MODELCONDITION_DOOR_3_WAITING_OPEN :
ModelState.h
MODELCONDITION_DOOR_3_WAITING_TO_CLOSE :
ModelState.h
MODELCONDITION_DOOR_4_CLOSING :
ModelState.h
MODELCONDITION_DOOR_4_OPENING :
ModelState.h
MODELCONDITION_DOOR_4_WAITING_OPEN :
ModelState.h
MODELCONDITION_DOOR_4_WAITING_TO_CLOSE :
ModelState.h
MODELCONDITION_DYING :
ModelState.h
MODELCONDITION_ENEMYNEAR :
ModelState.h
MODELCONDITION_EXPLODED_BOUNCING :
ModelState.h
MODELCONDITION_EXPLODED_FLAILING :
ModelState.h
MODELCONDITION_FIRING_A :
ModelState.h
MODELCONDITION_FIRING_B :
ModelState.h
MODELCONDITION_FIRING_C :
ModelState.h
MODELCONDITION_FIRST :
ModelState.h
MODELCONDITION_FLOODED :
ModelState.h
MODELCONDITION_FREEFALL :
ModelState.h
MODELCONDITION_FRONTCRUSHED :
ModelState.h
MODELCONDITION_GARRISONED :
ModelState.h
MODELCONDITION_INVALID :
ModelState.h
MODELCONDITION_JAMMED :
ModelState.h
MODELCONDITION_JETAFTERBURNER :
ModelState.h
MODELCONDITION_JETEXHAUST :
ModelState.h
MODELCONDITION_LEFT_TO_CENTER :
ModelState.h
MODELCONDITION_LOADED :
ModelState.h
MODELCONDITION_MOVING :
ModelState.h
MODELCONDITION_NIGHT :
ModelState.h
MODELCONDITION_OVER_WATER :
ModelState.h
MODELCONDITION_PACKING :
ModelState.h
MODELCONDITION_PANICKING :
ModelState.h
MODELCONDITION_PARACHUTING :
ModelState.h
MODELCONDITION_PARTIALLY_CONSTRUCTED :
ModelState.h
MODELCONDITION_POST_COLLAPSE :
ModelState.h
MODELCONDITION_POWER_PLANT_UPGRADED :
ModelState.h
MODELCONDITION_POWER_PLANT_UPGRADING :
ModelState.h
MODELCONDITION_PREATTACK_A :
ModelState.h
MODELCONDITION_PREATTACK_B :
ModelState.h
MODELCONDITION_PREATTACK_C :
ModelState.h
MODELCONDITION_PREORDER :
ModelState.h
MODELCONDITION_PRONE :
ModelState.h
MODELCONDITION_RADAR_EXTENDING :
ModelState.h
MODELCONDITION_RADAR_UPGRADED :
ModelState.h
MODELCONDITION_RAISING_FLAG :
ModelState.h
MODELCONDITION_RAPPELLING :
ModelState.h
MODELCONDITION_REALLY_DAMAGED :
ModelState.h
MODELCONDITION_RELOADING_A :
ModelState.h
MODELCONDITION_RELOADING_B :
ModelState.h
MODELCONDITION_RELOADING_C :
ModelState.h
MODELCONDITION_RIDER1 :
ModelState.h
MODELCONDITION_RIDER2 :
ModelState.h
MODELCONDITION_RIDER3 :
ModelState.h
MODELCONDITION_RIDER4 :
ModelState.h
MODELCONDITION_RIDER5 :
ModelState.h
MODELCONDITION_RIDER6 :
ModelState.h
MODELCONDITION_RIDER7 :
ModelState.h
MODELCONDITION_RIDER8 :
ModelState.h
MODELCONDITION_RIGHT_TO_CENTER :
ModelState.h
MODELCONDITION_RUBBLE :
ModelState.h
MODELCONDITION_SECOND_LIFE :
ModelState.h
MODELCONDITION_SMOLDERING :
ModelState.h
MODELCONDITION_SNOW :
ModelState.h
MODELCONDITION_SOLD :
ModelState.h
MODELCONDITION_SPECIAL_CHEERING :
ModelState.h
MODELCONDITION_SPECIAL_DAMAGED :
ModelState.h
MODELCONDITION_SPLATTED :
ModelState.h
MODELCONDITION_STUNNED :
ModelState.h
MODELCONDITION_STUNNED_FLAILING :
ModelState.h
MODELCONDITION_TOPPLED :
ModelState.h
MODELCONDITION_TURRET_ROTATE :
ModelState.h
MODELCONDITION_UNPACKING :
ModelState.h
MODELCONDITION_USER_1 :
ModelState.h
MODELCONDITION_USER_2 :
ModelState.h
MODELCONDITION_USING_WEAPON_A :
ModelState.h
MODELCONDITION_USING_WEAPON_B :
ModelState.h
MODELCONDITION_USING_WEAPON_C :
ModelState.h
MODELCONDITION_WEAPONSET_CRATEUPGRADE_ONE :
ModelState.h
MODELCONDITION_WEAPONSET_CRATEUPGRADE_TWO :
ModelState.h
MODELCONDITION_WEAPONSET_ELITE :
ModelState.h
MODELCONDITION_WEAPONSET_HERO :
ModelState.h
MODELCONDITION_WEAPONSET_PLAYER_UPGRADE :
ModelState.h
MODELCONDITION_WEAPONSET_VETERAN :
ModelState.h
MODULEINTERFACE_BODY :
Module.h
MODULEINTERFACE_CLIENT_UPDATE :
Module.h
MODULEINTERFACE_COLLIDE :
Module.h
MODULEINTERFACE_CONTAIN :
Module.h
MODULEINTERFACE_CREATE :
Module.h
MODULEINTERFACE_DAMAGE :
Module.h
MODULEINTERFACE_DESTROY :
Module.h
MODULEINTERFACE_DIE :
Module.h
MODULEINTERFACE_DRAW :
Module.h
MODULEINTERFACE_SPECIAL_POWER :
Module.h
MODULEINTERFACE_UPDATE :
Module.h
MODULEINTERFACE_UPGRADE :
Module.h
MODULEPARSE_ADD_REMOVE_REPLACE :
ThingTemplate.h
MODULEPARSE_INHERITABLE :
ThingTemplate.h
MODULEPARSE_NORMAL :
ThingTemplate.h
MODULEPARSE_OVERRIDEABLE_BY_LIKE_KIND :
ThingTemplate.h
MODULETYPE_BEHAVIOR :
Module.h
MODULETYPE_CLIENT_UPDATE :
Module.h
MODULETYPE_DRAW :
Module.h
MONOFLAG_COUNT :
MONODRVR.H
MONOFLAG_WRAP :
MONODRVR.H
MOUSE_BUFFER_SIZE :
Win32DIMouse.cpp
MOVE_TO_AND_EVAC :
ChinookAIUpdate.cpp
MOVE_TO_AND_EVAC_AND_EXIT :
ChinookAIUpdate.cpp
MOVE_TO_AND_EVAC_AND_EXIT_INIT :
ChinookAIUpdate.cpp
MOVE_TO_AND_LAND :
ChinookAIUpdate.cpp
MOVE_TO_COMBAT_DROP :
ChinookAIUpdate.cpp
MS_TO_WAIT_FOR_STATS :
NAT.cpp
MSEC_PER_SECOND :
GameCommon.h
MSG_ACK :
NetworkDefs.h
MSG_BOX_CANCEL :
GameWindow.h
MSG_BOX_NO :
GameWindow.h
MSG_BOX_OK :
GameWindow.h
MSG_BOX_YES :
GameWindow.h
MSG_HANDLED :
GameWindow.h
MSG_IGNORED :
GameWindow.h
MSG_NEEDACK :
NetworkDefs.h
MSG_SEQUENCED :
NetworkDefs.h
MSG_SUPERCEDING :
NetworkDefs.h
MUST_BE_STOPPED :
ControlBar.h
MUZZLE_FLASH_LIFETIME :
GarrisonContain.cpp
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