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		<title>Lua UnsyncedRead</title>
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		<updated>2020-07-07T16:24:04Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: /* Game/Menu Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in seconds)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== Game/Menu Name ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameName&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; string name&lt;br /&gt;
&lt;br /&gt;
Apparently returns {{xtaglink|Modinfo.lua|name}} .. {{xtaglink|Modinfo.lua|version}} from [[Modinfo.lua]]. E.g. &amp;quot;Spring: 1944 test-5640-ac2d15b&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMenuName&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; string name&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
to get map coordinates under mouse cursor: input mouse coordinates obtained via GetMouseState() and pass true for the onlyCoords parameter. Be careful as going off map will result in nil:&lt;br /&gt;
   local mouseX, mouseY = Spring.GetMouseState()&lt;br /&gt;
   print (&amp;quot;Mouse coordinates: (&amp;quot; .. mouseX .. &amp;quot;, &amp;quot; .. mouseY .. &amp;quot;)&amp;quot;)&lt;br /&gt;
   local desc, args = Spring.TraceScreenRay(mouseX, mouseY, true)&lt;br /&gt;
   if nil == desc then return end -- off map&lt;br /&gt;
   local x = args[1]&lt;br /&gt;
   local y = args[2]&lt;br /&gt;
   local z = args[3]&lt;br /&gt;
   print (&amp;quot;World coordinates: (&amp;quot; .. x .. &amp;quot;, &amp;quot; .. y .. &amp;quot;, &amp;quot; .. z .. &amp;quot;)&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitSelectionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
&lt;br /&gt;
== Feature ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureSelectionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed,&lt;br /&gt;
    boolean offscreen&lt;br /&gt;
&lt;br /&gt;
X, Y are the screen coordinates, not world ones. This coordinate system starts in the lower left corner.&lt;br /&gt;
&lt;br /&gt;
{{new|104.0}} Sixth return value offscreen&lt;br /&gt;
&lt;br /&gt;
For world coordinates see Spring.TraceScreenRay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigInt&#039;&#039;&#039;&lt;br /&gt;
  ( string name [, number default ] ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigFloat&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( string name [, number default ] ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigString&#039;&#039;&#039;&lt;br /&gt;
  ( string name [, string default ] ) -&amp;gt; nil | string&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVideoCapturingMode&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; boolean videoCaptureAllowed&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimer&#039;&#039;&#039; {{new|102.0}}&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Get a timer for the start of the frame, this should give better results for camera interpolations.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12412</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12412"/>
		<updated>2020-07-07T16:23:27Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: /* Game/Menu Name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in seconds)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== Game/Menu Name ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameName&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; string name&lt;br /&gt;
&lt;br /&gt;
Apparently returns {{xtaglink|Modinfo.lua|name}} .. {{xtaglink|Modinfo.lua|version}} from [[Modinfo.lua]]. E.g. &amp;quot;Spring: 1944 test-5640-ac2d15b&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMenuName&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; string name&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
to get map coordinates under mouse cursor: input mouse coordinates obtained via GetMouseState() and pass true for the onlyCoords parameter. Be careful as going off map will result in nil:&lt;br /&gt;
   local mouseX, mouseY = Spring.GetMouseState()&lt;br /&gt;
   print (&amp;quot;Mouse coordinates: (&amp;quot; .. mouseX .. &amp;quot;, &amp;quot; .. mouseY .. &amp;quot;)&amp;quot;)&lt;br /&gt;
   local desc, args = Spring.TraceScreenRay(mouseX, mouseY, true)&lt;br /&gt;
   if nil == desc then return end -- off map&lt;br /&gt;
   local x = args[1]&lt;br /&gt;
   local y = args[2]&lt;br /&gt;
   local z = args[3]&lt;br /&gt;
   print (&amp;quot;World coordinates: (&amp;quot; .. x .. &amp;quot;, &amp;quot; .. y .. &amp;quot;, &amp;quot; .. z .. &amp;quot;)&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitSelectionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
&lt;br /&gt;
== Feature ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureSelectionVolumeData&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID )&lt;br /&gt;
  -&amp;gt; number scaleX, number scaleY, number scaleZ,&lt;br /&gt;
  number offsetX, number offsetY, number offsetZ,&lt;br /&gt;
  number volumeType, number testType, number primaryAxis, boolean disabled&lt;br /&gt;
&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed,&lt;br /&gt;
    boolean offscreen&lt;br /&gt;
&lt;br /&gt;
X, Y are the screen coordinates, not world ones. This coordinate system starts in the lower left corner.&lt;br /&gt;
&lt;br /&gt;
{{new|104.0}} Sixth return value offscreen&lt;br /&gt;
&lt;br /&gt;
For world coordinates see Spring.TraceScreenRay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigInt&#039;&#039;&#039;&lt;br /&gt;
  ( string name [, number default ] ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigFloat&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( string name [, number default ] ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigString&#039;&#039;&#039;&lt;br /&gt;
  ( string name [, string default ] ) -&amp;gt; nil | string&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVideoCapturingMode&#039;&#039;&#039; {{new|104.0}}&lt;br /&gt;
  ( ) -&amp;gt; boolean videoCaptureAllowed&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimer&#039;&#039;&#039; {{new|102.0}}&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Get a timer for the start of the frame, this should give better results for camera interpolations.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Chili:Adding_To_Game&amp;diff=4158</id>
		<title>Chili:Adding To Game</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Chili:Adding_To_Game&amp;diff=4158"/>
		<updated>2020-06-07T10:25:49Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: /* gajop claims responsibility :) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page|Wiki]] &amp;lt; [[Chili|Chili]] &amp;lt; Adding Chili To A Game&lt;br /&gt;
&lt;br /&gt;
== Getting Chili ==&lt;br /&gt;
&lt;br /&gt;
The Chili repository can be found at &amp;lt;del&amp;gt;[https://github.com/jk3064/chiliui https://github.com/jk3064/chiliui]&amp;lt;/del&amp;gt; [https://github.com/gajop/chiliui https://github.com/gajop/chiliui]. There are three ways to add Chili to your game:&lt;br /&gt;
&lt;br /&gt;
* Include the Chili repository as a git submodule in your project.&lt;br /&gt;
* Include Chili as a dependency in [[Modinfo.lua|modinfo.lua]], using the line &amp;lt;code&amp;gt;depend={&amp;quot;Chili Framework v2014.0&amp;quot;}&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Checkout the Chili repository, and manually place the files &amp;amp; subdirs from its /luaui/chili directory into your games /luaui/widgets directory.&lt;br /&gt;
&lt;br /&gt;
If you are having trouble getting Chili to run, login to the lobby and join the #moddev channel (type /j moddev).  People there will help you figure it out.&lt;br /&gt;
&lt;br /&gt;
== Chili interaction with game internals ==&lt;br /&gt;
&lt;br /&gt;
The Chili library is, basically, a very big widget. It is loaded as a widget by the widget handler, and it makes its functions accessible via WG. This allows &#039;normal&#039; widgets to use Chili - a widget may call a function from inside WG.Chili, which instructs the chili library to create/modify a particular GUI element.&lt;br /&gt;
&lt;br /&gt;
[[Category:Libraries]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_CMDs&amp;diff=11177</id>
		<title>Lua CMDs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_CMDs&amp;diff=11177"/>
		<updated>2019-05-10T17:00:09Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: bad argument #2 to &amp;#039;GetCommandQueue&amp;#039; (number expected, got no value)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&amp;lt;b id=CMD.OPT_ALT&amp;gt;CMD.OPT_ALT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.OPT_CTRL&amp;gt;CMD.OPT_CTRL&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.OPT_SHIFT&amp;gt;CMD.OPT_SHIFT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.OPT_RIGHT&amp;gt;CMD.OPT_RIGHT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.OPT_INTERNAL&amp;gt;CMD.OPT_INTERNAL&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.OPT_META&amp;gt;CMD.OPT_META&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Waitcodes ==&lt;br /&gt;
&amp;lt;b id=CMD.WAITCODE_TIME&amp;gt;CMD.WAITCODE_TIME&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.WAITCODE_DEATH&amp;gt;CMD.WAITCODE_DEATH&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.WAITCODE_SQUAD&amp;gt;CMD.WAITCODE_SQUAD&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.WAITCODE_GATHER&amp;gt;CMD.WAITCODE_GATHER&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert/Remove Commands ==&lt;br /&gt;
To get the commandqueue use the following lua-call&lt;br /&gt;
&lt;br /&gt;
=== CommandQueues ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitCommands&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCommandQueue&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;(Alias)&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( number unitID, number count ) -&amp;gt; nil | number commandQueueSize {{new|96}}&lt;br /&gt;
  -&amp;gt; nil | table commandQueueTable = {&lt;br /&gt;
     [1] = {&lt;br /&gt;
       &amp;quot;id&amp;quot;      = number,&lt;br /&gt;
       &amp;quot;params&amp;quot;  = { [1] = number, ...},&lt;br /&gt;
       &amp;quot;options&amp;quot; = {&lt;br /&gt;
         &amp;quot;coded&amp;quot;    = number,&lt;br /&gt;
         &amp;quot;alt&amp;quot;      = boolean,&lt;br /&gt;
         &amp;quot;ctrl&amp;quot;     = boolean,&lt;br /&gt;
         &amp;quot;shift&amp;quot;    = boolean,&lt;br /&gt;
         &amp;quot;right&amp;quot;    = boolean,&lt;br /&gt;
         &amp;quot;internal&amp;quot; = boolean,&lt;br /&gt;
         &amp;quot;meta&amp;quot;    = boolean&lt;br /&gt;
       }&lt;br /&gt;
     }, ...&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Use count = -1 to get all commands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=note&amp;gt;First, said &amp;quot;tags&amp;quot; aka &amp;quot;id&amp;quot; are unique command identifiers, so each command that gets inserted into a unit&#039;s command &lt;br /&gt;
queue gets its unique &amp;quot;tag&amp;quot; number. (It is used to &#039;&#039;sync&#039;&#039; command queue operations, also it makes things much easier.)&lt;br /&gt;
Editors Note: I fucking hate it when open source devs use the word easy. It is a clear indicator that someone spends a whole day finding out about a well hidden simple concept. Well at least we are on this journey together :)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To look at those &amp;quot;tags&amp;quot; you can do the following:&lt;br /&gt;
   local cmdQueue = Spring.GetUnitCommands(unitID, 100);&lt;br /&gt;
   if (#cmdQueue&amp;gt;0) then &lt;br /&gt;
      local cmdTag = cmdQueue[1].tag&lt;br /&gt;
      Spring.Echo(cmdTag)&lt;br /&gt;
      ..&lt;br /&gt;
   end&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b id=CMD.INSERT&amp;gt;CMD.INSERT&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  options.ALT     -&amp;gt; treat param0 as a position instead of a tag &lt;br /&gt;
  options.CONTROL -&amp;gt; use the build queue for factories &lt;br /&gt;
  params[0] = command tag or position (negative numbers to reference&lt;br /&gt;
  the back of the queue and 0 the first)&lt;br /&gt;
  params[1] = insertCmd id &lt;br /&gt;
  params[2] = insertCmd options (shift,alt,right click,etc.)&lt;br /&gt;
  params[3 ... N+2] = insertCmd params[0 ... N-1]&lt;br /&gt;
&lt;br /&gt;
  Example:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
    Spring.GiveOrderToUnit(unitID,&lt;br /&gt;
      CMD.INSERT,&lt;br /&gt;
      {-1,CMD.ATTACK,&#039;&#039;CMD.OPT_SHIFT&#039;&#039;,&#039;&#039;unitID2&#039;&#039;},&lt;br /&gt;
      {&amp;quot;alt&amp;quot;}&lt;br /&gt;
    );&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	Command structure dissection:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;What to do with the command - in our case insert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
		&#039;CMD.INSERT&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;Place in the queue to insert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
		&#039;-1&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;Type of command to insert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
		&#039;CMD.ATTACK&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;Additional Information:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	If the unit is working down a shift queue, add it seemless into it&lt;br /&gt;
&lt;br /&gt;
		&#039;CMD.OPT_SHIFT&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;TargetID or Position:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
		&#039;unitID2&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;The &#039;-1&#039; is the queue position and not a tag:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
		&#039;{&amp;quot;alt&amp;quot;}&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  if you insert cmd in pos 2 for example the rest of commands starting&lt;br /&gt;
  from 2 will be pushed back. &lt;br /&gt;
  Ilustration: {cmdA, cmdB, cmdC, cmdD} =&amp;gt; {cmdA, cmdB, NewCmd, cmdC, cmdD}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
  Note: If you didn&#039;t already notice, the command params and&lt;br /&gt;
        the command options are twisted in the array (compared to GiveOrder)!&lt;br /&gt;
  &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
  Note2: The command options in the array/table is a number value!&lt;br /&gt;
         You have to use CMD.OPT_* in this case.&lt;br /&gt;
  &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
  Note3: The inserted command doesn&#039;t go through allowcommand callins, only CMD.INSERT does.&lt;br /&gt;
  &amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b id=CMD.REMOVE&amp;gt;CMD.REMOVE&amp;lt;/b&amp;gt;&lt;br /&gt;
  options.ALT     -&amp;gt; use the parameters as commandIDs &lt;br /&gt;
  options.CONTROL -&amp;gt; use the build queue for factories &lt;br /&gt;
  params[0 ... N-1] = tags or commandIDs to remove&lt;br /&gt;
&lt;br /&gt;
No clues what the above mean translated, but here is a working example of how to delete a buildorder from a factory:  &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;   &lt;br /&gt;
 local facCmds = Spring.GetFactoryCommands(factoryID)&lt;br /&gt;
 &lt;br /&gt;
 if facCmds then -- nil check&lt;br /&gt;
	local cmd = facCmds[1]&lt;br /&gt;
	Spring.GiveOrderToUnit(factoryID, CMD.REMOVE, {i,cmd.tag}, {&amp;quot;ctrl&amp;quot;})&lt;br /&gt;
 end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Note, the CMD[] table is bidirectional. That means: CMD[CMD.STOP] := &amp;quot;CMD_STOP&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b id=CMD.STOP&amp;gt;CMD.STOP&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.WAIT&amp;gt;CMD.WAIT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.TIMEWAIT&amp;gt;CMD.TIMEWAIT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.NUMBER|CMDTYPE.NUMBER]]&lt;br /&gt;
&amp;lt;b id=CMD.DEATHWAIT&amp;gt;CMD.DEATHWAIT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_OR_RECTANGLE|CMDTYPE.ICON_UNIT_OR_RECTANGLE]]&lt;br /&gt;
&amp;lt;b id=CMD.SQUADWAIT&amp;gt;CMD.SQUADWAIT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.NUMBER|CMDTYPE.NUMBER]]&lt;br /&gt;
&amp;lt;b id=CMD.GATHERWAIT&amp;gt;CMD.GATHERWAIT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.MOVE&amp;gt;CMD.MOVE&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MAP|CMDTYPE.ICON_MAP]]&lt;br /&gt;
&amp;lt;b id=CMD.PATROL&amp;gt;CMD.PATROL&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MAP|CMDTYPE.ICON_MAP]]&lt;br /&gt;
&amp;lt;b id=CMD.FIGHT&amp;gt;CMD.FIGHT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MAP|CMDTYPE.ICON_MAP]]&lt;br /&gt;
&amp;lt;b id=CMD.ATTACK&amp;gt;CMD.ATTACK&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_OR_MAP|CMDTYPE.ICON_UNIT_OR_MAP]]&lt;br /&gt;
&amp;lt;b id=CMD.AREA_ATTACK&amp;gt;CMD.AREA_ATTACK&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_AREA|CMDTYPE.ICON_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.GUARD&amp;gt;CMD.GUARD&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT|CMDTYPE.ICON_UNIT]]&lt;br /&gt;
&amp;lt;b id=CMD.AISELECT&amp;gt;CMD.AISELECT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.COMBO_BOX|CMDTYPE.COMBO_BOX]]&lt;br /&gt;
&amp;lt;b id=CMD.GROUPSELECT&amp;gt;CMD.GROUPSELECT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.GROUPADD&amp;gt;CMD.GROUPADD&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.GROUPCLEAR&amp;gt;CMD.GROUPCLEAR&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.REPAIR&amp;gt;CMD.REPAIR&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_OR_AREA|CMDTYPE.ICON_UNIT_OR_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.FIRE_STATE&amp;gt;CMD.FIRE_STATE&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.MOVE_STATE&amp;gt;CMD.MOVE_STATE&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.SELFD&amp;gt;CMD.SELFD&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.LOAD_UNITS&amp;gt;CMD.LOAD_UNITS&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_OR_AREA|CMDTYPE.ICON_UNIT_OR_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.LOAD_ONTO&amp;gt;CMD.LOAD_ONTO&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT|CMDTYPE.ICON_UNIT]]&lt;br /&gt;
&amp;lt;b id=CMD.UNLOAD_UNITS&amp;gt;CMD.UNLOAD_UNITS&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_OR_AREA|CMDTYPE.ICON_UNIT_OR_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.UNLOAD_UNIT&amp;gt;CMD.UNLOAD_UNIT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MAP|CMDTYPE.ICON_MAP]]&lt;br /&gt;
&amp;lt;b id=CMD.ONOFF&amp;gt;CMD.ONOFF&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.RECLAIM&amp;gt;CMD.RECLAIM&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_FEATURE_OR_AREA|CMDTYPE.ICON_UNIT_FEATURE_OR_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.CLOAK&amp;gt;CMD.CLOAK&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.STOCKPILE&amp;gt;CMD.STOCKPILE&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON|CMDTYPE.ICON]]&lt;br /&gt;
&amp;lt;b id=CMD.DGUN&amp;gt;CMD.DGUN&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MAP|CMDTYPE.ICON_MAP]]&lt;br /&gt;
&amp;lt;b id=CMD.RESTORE&amp;gt;CMD.RESTORE&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_AREA|CMDTYPE.ICON_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.REPEAT&amp;gt;CMD.REPEAT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.TRAJECTORY&amp;gt;CMD.TRAJECTORY&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.RESURRECT&amp;gt;CMD.RESURRECT&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_FEATURE_OR_AREA|CMDTYPE.ICON_UNIT_FEATURE_OR_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.CAPTURE&amp;gt;CMD.CAPTURE&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_UNIT_OR_AREA|CMDTYPE.ICON_UNIT_OR_AREA]]&lt;br /&gt;
&amp;lt;b id=CMD.AUTOREPAIRLEVEL&amp;gt;CMD.AUTOREPAIRLEVEL&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.LOOPBACKATTACK&amp;gt;CMD.LOOPBACKATTACK&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.IDLEMODE&amp;gt;CMD.IDLEMODE&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.ICON_MODE|CMDTYPE.ICON_MODE]]&lt;br /&gt;
&amp;lt;b id=CMD.SET_WANTED_MAX_SPEED&amp;gt;CMD.SET_WANTED_MAX_SPEED&amp;lt;/b&amp;gt;&lt;br /&gt;
  type [[Lua_CMDs#CMDTYPE.NUMBER|CMDTYPE.NUMBER]]&lt;br /&gt;
&amp;lt;b id=CMD.SETBASE&amp;gt;CMD.SETBASE&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b id=CMD.INTERNAL&amp;gt;CMD.INTERNAL&amp;lt;/b&amp;gt;&lt;br /&gt;
  used in different ways&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;A negative number means build command&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The number is -unitDefID of the unittype that this command orders to be built.&lt;br /&gt;
   This means that build orders have no convenient CMD._____ string.&lt;br /&gt;
      The command id for build orders must always be a &amp;quot;minus&amp;quot; sign &amp;lt;i&amp;gt;appended to an integer value&amp;lt;/i&amp;gt;.&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Spring.GiveOrderToUnit(unitID, &amp;lt;b&amp;gt;-(unitDefID)&amp;lt;/b&amp;gt;, {x,y,z(,facing)}, {&amp;quot;shift&amp;quot;})&amp;lt;/font&amp;gt;&lt;br /&gt;
      alternatively:&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Spring.GiveOrderToUnit(unitID, &amp;lt;b&amp;gt;-UnitDefNames[&amp;quot;unitname&amp;quot;].id&amp;lt;/b&amp;gt;, {x,y,z(,facing)}, {&amp;quot;shift&amp;quot;})&amp;lt;/font&amp;gt;&lt;br /&gt;
     &amp;lt;b&amp;gt;&#039;facing&#039;&amp;lt;/b&amp;gt; is an optional integer parameter that controls unit&#039;s facing when placed.&lt;br /&gt;
      The values of (x,y,z) must &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; be number values (like the number &amp;quot;0&amp;quot;), or the build order will break.&lt;br /&gt;
&lt;br /&gt;
== CommandTypes ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Note, the CMDTYPE[] table is bidirectional. That means: CMDTYPE[CMDTYPE.ICON] := &amp;quot;CMDTYPE_ICON&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON&amp;gt;CMDTYPE.ICON&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 0 parameters in return&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_MODE&amp;gt;CMDTYPE.ICON_MODE&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameter in return (number selected mode)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_MAP&amp;gt;CMDTYPE.ICON_MAP&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 3 parameters in return (mappos)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_AREA&amp;gt;CMDTYPE.ICON_AREA&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 4 parameters in return (mappos+radius)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_UNIT&amp;gt;CMDTYPE.ICON_UNIT&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameters in return (unitid)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_UNIT_OR_MAP&amp;gt;CMDTYPE.ICON_UNIT_OR_MAP&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameters in return (unitid) or 3 parameters in return (mappos)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_FRONT&amp;gt;CMDTYPE.ICON_FRONT&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 3 or 6 parameters in return (middle and right side of front if a front was defined)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.COMBO_BOX&amp;gt;CMDTYPE.COMBO_BOX&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameter in return (number selected option)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_UNIT_OR_AREA&amp;gt;CMDTYPE.ICON_UNIT_OR_AREA&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameter in return (unitid) or 4 parameters in return (mappos+radius)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_UNIT_FEATURE_OR_AREA&amp;gt;CMDTYPE.ICON_UNIT_FEATURE_OR_AREA&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameter in return (unitid or [[Lua_ConstGame#Engine|Game.maxUnits]]+featureid)&lt;br /&gt;
      or 4 parameters in return (mappos+radius)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_BUILDING&amp;gt;CMDTYPE.ICON_BUILDING&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 3 parameters in return (mappos)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.ICON_UNIT_OR_RECTANGLE&amp;gt;CMDTYPE.ICON_UNIT_OR_RECTANGLE&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameter in return (unitid)&lt;br /&gt;
      or 3 parameters in return (mappos)&lt;br /&gt;
      or 6 parameters in return (startpos+endpos)&lt;br /&gt;
&amp;lt;b id=CMDTYPE.NUMBER&amp;gt;CMDTYPE.NUMBER&amp;lt;/b&amp;gt;&lt;br /&gt;
  expect 1 parameter in return (number)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b id=CMDTYPE.CUSTOM&amp;gt;CMDTYPE.CUSTOM&amp;lt;/b&amp;gt;&lt;br /&gt;
  used with CMD_INTERNAL&lt;br /&gt;
&amp;lt;b id=CMDTYPE.NEXT&amp;gt;CMDTYPE.NEXT&amp;lt;/b&amp;gt; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;next command page&amp;lt;/font&amp;gt;&lt;br /&gt;
  used with CMD_INTERNAL&lt;br /&gt;
&amp;lt;b id=CMDTYPE.PREV&amp;gt;CMDTYPE.PREV&amp;lt;/b&amp;gt; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;previous command page&amp;lt;/font&amp;gt;&lt;br /&gt;
  used with CMD_INTERNAL&lt;br /&gt;
&lt;br /&gt;
== CmdIDs ==&lt;br /&gt;
Below is a table of all CMD table entries and their IDs:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Command||ID&lt;br /&gt;
|-&lt;br /&gt;
|FIRESTATE_NONE||-1&lt;br /&gt;
|-&lt;br /&gt;
|MOVESTATE_NONE||-1&lt;br /&gt;
|-&lt;br /&gt;
|STOP||0&lt;br /&gt;
|-&lt;br /&gt;
|MOVESTATE_HOLDPOS||0&lt;br /&gt;
|-&lt;br /&gt;
|FIRESTATE_HOLDFIRE||0&lt;br /&gt;
|-&lt;br /&gt;
|INSERT||1&lt;br /&gt;
|-&lt;br /&gt;
|MOVESTATE_MANEUVER||1&lt;br /&gt;
|-&lt;br /&gt;
|FIRESTATE_RETURNFIRE||1&lt;br /&gt;
|-&lt;br /&gt;
|WAITCODE_TIME||1&lt;br /&gt;
|-&lt;br /&gt;
|WAITCODE_DEATH||2&lt;br /&gt;
|-&lt;br /&gt;
|MOVESTATE_ROAM||2&lt;br /&gt;
|-&lt;br /&gt;
|REMOVE||2&lt;br /&gt;
|-&lt;br /&gt;
|FIRESTATE_FIREATWILL||2&lt;br /&gt;
|-&lt;br /&gt;
|FIRESTATE_FIREATNEUTRAL||3&lt;br /&gt;
|-&lt;br /&gt;
|WAITCODE_SQUAD||3&lt;br /&gt;
|-&lt;br /&gt;
|OPT_META||4&lt;br /&gt;
|-&lt;br /&gt;
|WAITCODE_GATHER||4&lt;br /&gt;
|-&lt;br /&gt;
|WAIT||5&lt;br /&gt;
|-&lt;br /&gt;
|TIMEWAIT||6&lt;br /&gt;
|-&lt;br /&gt;
|DEATHWAIT||7&lt;br /&gt;
|-&lt;br /&gt;
|OPT_INTERNAL||8&lt;br /&gt;
|-&lt;br /&gt;
|SQUADWAIT||8&lt;br /&gt;
|-&lt;br /&gt;
|GATHERWAIT||9&lt;br /&gt;
|-&lt;br /&gt;
|MOVE||10&lt;br /&gt;
|-&lt;br /&gt;
|PATROL||15&lt;br /&gt;
|-&lt;br /&gt;
|FIGHT||16&lt;br /&gt;
|-&lt;br /&gt;
|OPT_RIGHT||16&lt;br /&gt;
|-&lt;br /&gt;
|LOOPBACKATTACK||20&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK||20&lt;br /&gt;
|-&lt;br /&gt;
|AREA_ATTACK||21&lt;br /&gt;
|-&lt;br /&gt;
|GUARD||25&lt;br /&gt;
|-&lt;br /&gt;
|AISELECT||30&lt;br /&gt;
|-&lt;br /&gt;
|OPT_SHIFT||32&lt;br /&gt;
|-&lt;br /&gt;
|GROUPSELECT||35&lt;br /&gt;
|-&lt;br /&gt;
|GROUPADD||36&lt;br /&gt;
|-&lt;br /&gt;
|GROUPCLEAR||37&lt;br /&gt;
|-&lt;br /&gt;
|REPAIR||40&lt;br /&gt;
|-&lt;br /&gt;
|FIRE_STATE||45&lt;br /&gt;
|-&lt;br /&gt;
|MOVE_STATE||50&lt;br /&gt;
|-&lt;br /&gt;
|SETBASE||55&lt;br /&gt;
|-&lt;br /&gt;
|INTERNAL||60&lt;br /&gt;
|-&lt;br /&gt;
|OPT_CTRL||64&lt;br /&gt;
|-&lt;br /&gt;
|SELFD||65&lt;br /&gt;
|-&lt;br /&gt;
|SET_WANTED_MAX_SPEED||70&lt;br /&gt;
|-&lt;br /&gt;
|LOAD_UNITS||75&lt;br /&gt;
|-&lt;br /&gt;
|LOAD_ONTO||76&lt;br /&gt;
|-&lt;br /&gt;
|UNLOAD_UNITS||80&lt;br /&gt;
|-&lt;br /&gt;
|UNLOAD_UNIT||81&lt;br /&gt;
|-&lt;br /&gt;
|ONOFF||85&lt;br /&gt;
|-&lt;br /&gt;
|RECLAIM||90&lt;br /&gt;
|-&lt;br /&gt;
|CLOAK||95&lt;br /&gt;
|-&lt;br /&gt;
|STOCKPILE||100&lt;br /&gt;
|-&lt;br /&gt;
|MANUALFIRE||105&lt;br /&gt;
|-&lt;br /&gt;
|DGUN||105&lt;br /&gt;
|-&lt;br /&gt;
|RESTORE||110&lt;br /&gt;
|-&lt;br /&gt;
|REPEAT||115&lt;br /&gt;
|-&lt;br /&gt;
|TRAJECTORY||120&lt;br /&gt;
|-&lt;br /&gt;
|RESURRECT||125&lt;br /&gt;
|-&lt;br /&gt;
|OPT_ALT||128&lt;br /&gt;
|-&lt;br /&gt;
|CAPTURE||130&lt;br /&gt;
|-&lt;br /&gt;
|AUTOREPAIRLEVEL||135&lt;br /&gt;
|-&lt;br /&gt;
|IDLEMODE||145&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10648</id>
		<title>Lobby Development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10648"/>
		<updated>2018-08-20T22:52:21Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: /* Useable lobby clients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
&lt;br /&gt;
==Protocol==&lt;br /&gt;
* [http://springrts.com/dl/LobbyProtocol/ HTML] (is updated once a day)&lt;br /&gt;
* [https://github.com/spring/LobbyProtocol/blob/master/ProtocolDescription.xml XML] (raw, always latest)&lt;br /&gt;
&lt;br /&gt;
==Download Systems==&lt;br /&gt;
* [http://springrts.com/wiki/Dev:LobbyDownloadSystems Lobby Download Systems]&lt;br /&gt;
&lt;br /&gt;
=Lobby client development=&lt;br /&gt;
&lt;br /&gt;
==Full featured lobby clients==&lt;br /&gt;
&lt;br /&gt;
===[[SpringLobby]]===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Linux, Windows, Mac &amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Koshi, Braindamage, Abma and many others &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/springlobby/springlobby github: repository + issues]&lt;br /&gt;
&lt;br /&gt;
===flobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;cleanrock&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/cleanrock/flobby github page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weblobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;CarRepairer&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://weblobby.springrts.com project site]&lt;br /&gt;
&lt;br /&gt;
==WIP, abandoned or unusable==&lt;br /&gt;
&lt;br /&gt;
===[[TASClient]]===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Delphi&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alphalobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alphalobby is still very much work in progress. If you still wish to use it, source available from the [http://code.google.com/p/alphalobby/source/checkout mercurial repository], binary available on the [http://springfiles.com/spring/lobby-clients/alphalobby springfiles page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CheeseLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Cheesecan&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=64&amp;amp;t=24905 forum thread]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/jahwag/OpenLobby binaries and code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QtLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/tizbac/qtlobby project page]&lt;br /&gt;
&lt;br /&gt;
===Zero-K Lobby===&lt;br /&gt;
&lt;br /&gt;
No longer uses the Spring lobby protocol&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows/Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C#&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Licho&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;quantum&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[https://github.com/ZeroK-RTS/Zero-K-Infrastructure/tree/master/ZeroKLobby Zero-K Lobby github]&lt;br /&gt;
&lt;br /&gt;
=Libraries and frameworks=&lt;br /&gt;
&lt;br /&gt;
==Spring-PythonBotFramework==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;, by&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;BrainDamage&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;koshi&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bot framework written in python. [https://github.com/renemilk/tasbot/wiki GitHub wiki]&lt;br /&gt;
&lt;br /&gt;
==Go SpringLobbyClient==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Go&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A simple client implementation of the lobby protocol in Go.&lt;br /&gt;
[https://github.com/Agon/go-slc/ project page]&lt;br /&gt;
&lt;br /&gt;
=Lobby server development=&lt;br /&gt;
==Actively maintained==&lt;br /&gt;
===UberServer===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;aegis&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary lobby server currently running on springrts.com. Most protocol commands in the primary documentation should be fully-functional and compatible between both uberserver and SpringLS (SpringLS hasn&#039;t seen as many updates recently). See the dedicated [[uberserver]] for more info.&lt;br /&gt;
&lt;br /&gt;
===ZeroK Server===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C#&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Licho&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zero-K lobby server. Uses a different protocol. Source can be found at&lt;br /&gt;
https://github.com/ZeroK-RTS/Zero-K-Infrastructure/tree/master/ZkLobbyServer&lt;br /&gt;
&lt;br /&gt;
==Abandoned==&lt;br /&gt;
===SpringLS===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;hoijui&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The longest-running lobby server, created by Betalord. You can fetch the sources through &#039;&#039;git&#039;&#039;. Details can be found on the [http://github.com/spring/SpringLS development site].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lobby]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9097</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9097"/>
		<updated>2018-02-17T01:11:41Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: /* Installing Games in Spring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Zero-k_image.jpg|300px|link=http://zero-k.info/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.net/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([https://github.com/spring1944/spring1944/blob/master/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:S44_tigers.jpg|300px|link=http://spring1944.net/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with eight fully functional armies (US, Germany, USSR, Britain, Japan, Italy, Hungary, Sweden), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Evoimg.jpg|300px|link=http://www.evolutionrts.info]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kernel_Panic_3.4.jpg|300px|link=Kernel Panic]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CT_Hojos.png|300px|link=http://www.moddb.com/games/conflict-terra]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:start3.jpg|300px|link=http://springfiles.com/spring/games/edge-1]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND, with GPL/PD code])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mf_spring_wiki.jpg|300px|link=http://www.metalfactions.pt]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:cursed_logo.jpg|300px|link=http://www.indiedb.com/games/the-cursed]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Imperial Winter assault.jpg|300px|link=https://springrts.com/phpbb/viewforum.php?f=46]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=69 Journeywar] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:JwLogo.jpg|300px|link=https://springrts.com/phpbb/viewtopic.php?f=69&amp;amp;t=23275&amp;amp;start=1180]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |  Journeywar is the final battle between Combine and Exobiotics. Join the fight and rediscover the HL- Universe from a new, strategic perspective. Download in Springlogbby as jw:test archive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:BAScreenShot.jpg|300px|link=http://springrts.com/phpbb/viewforum.php?f=44]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
Go to [http://balancedannihilation.com BA Oficial Website] for more info!&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_Annihilation.png|300px|link=http://springfiles.com/spring/games/tech-annihilation-8]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:notAgame02.jpg|300px|link=http://nota.machys.net/downloads]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Screen508_s.jpg|300px|link=XTA]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! Otherwise a lobby such as [[http://springlobby.info/|SpringLobby]] will download everything for you when you join a game room.&lt;br /&gt;
&lt;br /&gt;
Games can also be downloaded manually as .sdz/.sd7 files, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;, and placed into &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac). Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games.&lt;br /&gt;
You may install multiple games in the same engine installation. The same goes for [[map|Maps]]. Place them into a folder called maps in  the same folder where the games folder is.&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9096</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9096"/>
		<updated>2018-02-17T01:08:40Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: Swapped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Zero-k_image.jpg|300px|link=http://zero-k.info/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.net/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([https://github.com/spring1944/spring1944/blob/master/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:S44_tigers.jpg|300px|link=http://spring1944.net/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with eight fully functional armies (US, Germany, USSR, Britain, Japan, Italy, Hungary, Sweden), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Evoimg.jpg|300px|link=http://www.evolutionrts.info]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kernel_Panic_3.4.jpg|300px|link=Kernel Panic]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CT_Hojos.png|300px|link=http://www.moddb.com/games/conflict-terra]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:start3.jpg|300px|link=http://springfiles.com/spring/games/edge-1]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND, with GPL/PD code])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mf_spring_wiki.jpg|300px|link=http://www.metalfactions.pt]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:cursed_logo.jpg|300px|link=http://www.indiedb.com/games/the-cursed]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Imperial Winter assault.jpg|300px|link=https://springrts.com/phpbb/viewforum.php?f=46]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=69 Journeywar] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:JwLogo.jpg|300px|link=https://springrts.com/phpbb/viewtopic.php?f=69&amp;amp;t=23275&amp;amp;start=1180]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |  Journeywar is the final battle between Combine and Exobiotics. Join the fight and rediscover the HL- Universe from a new, strategic perspective. Download in Springlogbby as jw:test archive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:BAScreenShot.jpg|300px|link=http://springrts.com/phpbb/viewforum.php?f=44]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
Go to [http://balancedannihilation.com BA Oficial Website] for more info!&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_Annihilation.png|300px|link=http://springfiles.com/spring/games/tech-annihilation-8]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:notAgame02.jpg|300px|link=http://nota.machys.net/downloads]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Screen508_s.jpg|300px|link=XTA]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! Otherwise a lobby such as [[http://springlobby.info/|SpringLobby]] will download everything for you when you join a game room.&lt;br /&gt;
&lt;br /&gt;
Games can also be downloaded manually as .sdz/.sd7 files, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;, and placed into &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac). Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games.&lt;br /&gt;
You may install multiple games in the same engine installation. The same goes for [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9095</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9095"/>
		<updated>2018-02-17T01:07:33Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: Download like it is 1995&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Zero-k_image.jpg|300px|link=http://zero-k.info/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.net/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([https://github.com/spring1944/spring1944/blob/master/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:S44_tigers.jpg|300px|link=http://spring1944.net/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with eight fully functional armies (US, Germany, USSR, Britain, Japan, Italy, Hungary, Sweden), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Evoimg.jpg|300px|link=http://www.evolutionrts.info]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kernel_Panic_3.4.jpg|300px|link=Kernel Panic]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CT_Hojos.png|300px|link=http://www.moddb.com/games/conflict-terra]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:start3.jpg|300px|link=http://springfiles.com/spring/games/edge-1]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND, with GPL/PD code])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mf_spring_wiki.jpg|300px|link=http://www.metalfactions.pt]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:cursed_logo.jpg|300px|link=http://www.indiedb.com/games/the-cursed]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Imperial Winter assault.jpg|300px|link=https://springrts.com/phpbb/viewforum.php?f=46]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=69 Journeywar] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:JwLogo.jpg|300px|link=https://springrts.com/phpbb/viewtopic.php?f=69&amp;amp;t=23275&amp;amp;start=1180]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |  Journeywar is the final battle between Combine and Exobiotics. Join the fight and rediscover the HL- Universe from a new, strategic perspective. Download in Springlogbby as jw:test archive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:BAScreenShot.jpg|300px|link=http://springrts.com/phpbb/viewforum.php?f=44]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
Go to [http://balancedannihilation.com BA Oficial Website] for more info!&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_Annihilation.png|300px|link=http://springfiles.com/spring/games/tech-annihilation-8]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:notAgame02.jpg|300px|link=http://nota.machys.net/downloads]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Screen508_s.jpg|300px|link=XTA]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! Otherwise a lobby such as [[springlobby|http://springlobby.info/]] will download everything for you when you join a game room.&lt;br /&gt;
&lt;br /&gt;
Games can also be downloaded manually as .sdz/.sd7 files, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;, and placed into &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac). Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games.&lt;br /&gt;
You may install multiple games in the same engine installation. The same goes for [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9094</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9094"/>
		<updated>2018-02-17T00:09:58Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: +4 factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). &lt;br /&gt;
&lt;br /&gt;
Games can also be [[Getting_Spring_Content_and_Links|downloaded manually]], as sdz files, and placed into ../Spring/Games. Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games. Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Zero-k_image.jpg|300px|link=http://zero-k.info/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.net/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([https://github.com/spring1944/spring1944/blob/master/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:S44_tigers.jpg|300px|link=http://spring1944.net/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with eight fully functional armies (US, Germany, USSR, Britain, Japan, Italy, Hungary, Sweden), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Evoimg.jpg|300px|link=http://www.evolutionrts.info]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kernel_Panic_3.4.jpg|300px|link=Kernel Panic]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CT_Hojos.png|300px|link=http://www.moddb.com/games/conflict-terra]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:start3.jpg|300px|link=http://springfiles.com/spring/games/edge-1]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND, with GPL/PD code])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mf_spring_wiki.jpg|300px|link=http://www.metalfactions.pt]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:cursed_logo.jpg|300px|link=http://www.indiedb.com/games/the-cursed]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Imperial Winter assault.jpg|300px|link=https://springrts.com/phpbb/viewforum.php?f=46]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=69 Journeywar] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:JwLogo.jpg|300px|link=https://springrts.com/phpbb/viewtopic.php?f=69&amp;amp;t=23275&amp;amp;start=1180]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |  Journeywar is the final battle between Combine and Exobiotics. Join the fight and rediscover the HL- Universe from a new, strategic perspective. Download in Springlogbby as jw:test archive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:BAScreenShot.jpg|300px|link=http://springrts.com/phpbb/viewforum.php?f=44]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
Go to [http://balancedannihilation.com BA Oficial Website] for more info!&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_Annihilation.png|300px|link=http://springfiles.com/spring/games/tech-annihilation-8]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:notAgame02.jpg|300px|link=http://nota.machys.net/downloads]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Screen508_s.jpg|300px|link=XTA]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a game-file, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;. For these games, you have to [[Download|install the stand-alone Spring-Engine]] first, and then place the game-file in the &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac).&lt;br /&gt;
You may install multiple games in the same engine installation.&lt;br /&gt;
&lt;br /&gt;
To play a game, you also need a [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9093</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9093"/>
		<updated>2018-02-17T00:06:43Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: /* Open Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). &lt;br /&gt;
&lt;br /&gt;
Games can also be [[Getting_Spring_Content_and_Links|downloaded manually]], as sdz files, and placed into ../Spring/Games. Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games. Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Zero-k_image.jpg|300px|link=http://zero-k.info/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.net/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([https://github.com/spring1944/spring1944/blob/master/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:S44_tigers.jpg|300px|link=http://spring1944.net/]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with four fully functional sides (US, Germany, USSR, Britain), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Evoimg.jpg|300px|link=http://www.evolutionrts.info]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kernel_Panic_3.4.jpg|300px|link=Kernel Panic]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:CT_Hojos.png|300px|link=http://www.moddb.com/games/conflict-terra]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:start3.jpg|300px|link=http://springfiles.com/spring/games/edge-1]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.metalfactions.pt Metal Factions]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://www.metalfactions.pt/about.html#license CC-BY-ND, with GPL/PD code])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mf_spring_wiki.jpg|300px|link=http://www.metalfactions.pt]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | An evolving game that started as a TA mod and currently features four factions: AVEN, GEAR, CLAW and SPHERE. Commanders can morph to fit into different play styles and be easily revived. Economy scaling is more strictly tied to map control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:cursed_logo.jpg|300px|link=http://www.indiedb.com/games/the-cursed]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Imperial Winter assault.jpg|300px|link=https://springrts.com/phpbb/viewforum.php?f=46]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=69 Journeywar] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:JwLogo.jpg|300px|link=https://springrts.com/phpbb/viewtopic.php?f=69&amp;amp;t=23275&amp;amp;start=1180]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |  Journeywar is the final battle between Combine and Exobiotics. Join the fight and rediscover the HL- Universe from a new, strategic perspective. Download in Springlogbby as jw:test archive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:BAScreenShot.jpg|300px|link=http://springrts.com/phpbb/viewforum.php?f=44]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
Go to [http://balancedannihilation.com BA Oficial Website] for more info!&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Tech_Annihilation.png|300px|link=http://springfiles.com/spring/games/tech-annihilation-8]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;h2&amp;gt;[http://nota.machys.net/downloads NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:notAgame02.jpg|300px|link=http://nota.machys.net/downloads]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Screen508_s.jpg|300px|link=XTA]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a game-file, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;. For these games, you have to [[Download|install the stand-alone Spring-Engine]] first, and then place the game-file in the &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac).&lt;br /&gt;
You may install multiple games in the same engine installation.&lt;br /&gt;
&lt;br /&gt;
To play a game, you also need a [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12403</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12403"/>
		<updated>2017-03-11T16:18:10Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: /* Mouse States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
to get map coordinates under mouse cursor: input mouse coordinates obtained via GetMouseState() and pass true for the onlyCoords parameter. Be careful as going off map will result in nil:&lt;br /&gt;
   local mouseX, mouseY = Spring.GetMouseState()&lt;br /&gt;
   print (&amp;quot;Mouse coordinates: (&amp;quot; .. mouseX .. &amp;quot;, &amp;quot; .. mouseY .. &amp;quot;)&amp;quot;)&lt;br /&gt;
   local desc, args = Spring.TraceScreenRay(mouseX, mouseY, true)&lt;br /&gt;
   if nil == desc then return end -- off map&lt;br /&gt;
   local x = args[1]&lt;br /&gt;
   local y = args[2]&lt;br /&gt;
   local z = args[3]&lt;br /&gt;
   print (&amp;quot;World coordinates: (&amp;quot; .. x .. &amp;quot;, &amp;quot; .. y .. &amp;quot;, &amp;quot; .. z .. &amp;quot;)&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&lt;br /&gt;
Note: X, Y are the screen coordinates, not world ones. This coordinate system starts in the lower left corner.&lt;br /&gt;
&lt;br /&gt;
Note: For world coordinates see Spring.TraceScreenRay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12402</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12402"/>
		<updated>2017-03-11T16:16:56Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: Add usage example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
to get map coordinates under mouse cursor: input mouse coordinates obtained via GetMouseState() and pass true for the onlyCoords parameter. Be careful as going off map will result in nil:&lt;br /&gt;
   local mouseX, mouseY = Spring.GetMouseState()&lt;br /&gt;
   print (&amp;quot;Mouse coordinates: (&amp;quot; .. mouseX .. &amp;quot;, &amp;quot; .. mouseY .. &amp;quot;)&amp;quot;)&lt;br /&gt;
   local desc, args = Spring.TraceScreenRay(mouseX, mouseY, true)&lt;br /&gt;
   if nil == desc then return end -- off map&lt;br /&gt;
   local x = args[1]&lt;br /&gt;
   local y = args[2]&lt;br /&gt;
   local z = args[3]&lt;br /&gt;
   print (&amp;quot;World coordinates: (&amp;quot; .. x .. &amp;quot;, &amp;quot; .. y .. &amp;quot;, &amp;quot; .. z .. &amp;quot;)&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: X, Y are the screen coordinates, not world ones. This coordinate system starts in the lower left corner.&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12401</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12401"/>
		<updated>2017-03-11T15:31:43Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
note: mouseY below is likely mouseZ. Y coordinate in spring is height.&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: X, Y are the screen coordinates, not world ones. This coordinate system starts in the lower left corner.&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12400</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12400"/>
		<updated>2017-03-11T15:27:11Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: More info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
note: mouseY below is likely mouseZ. Y coordinate in spring is height.&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: X, Y are the on-screen coordinates, not on-map ones. This coordinate system starts in the lower left corner.&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12399</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12399"/>
		<updated>2017-03-11T15:20:26Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: I should have used preview...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
note: mouseY below is likely mouseZ. Y coordinate in spring is height.&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: X, Y are the on-screen coordinates, not on-map ones.&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12398</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12398"/>
		<updated>2017-03-11T15:19:54Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: Ok, Y is height after all.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
note: mouseY below is likely mouseZ. Y coordinate in spring is height.&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
Note: X, Y are the on-screen coordinates, not on-map ones.&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; number X, number Y,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12397</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12397"/>
		<updated>2017-03-11T15:03:25Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: same as before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
note: mouseY below is likely mouseZ. Y coordinate in spring is height.&lt;br /&gt;
&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number X, number Z,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12396</id>
		<title>Lua UnsyncedRead</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_UnsyncedRead&amp;diff=12396"/>
		<updated>2017-03-11T15:01:12Z</updated>

		<summary type="html">&lt;p&gt;Thinksome: Y is height and makes no sense here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=Unsynced Read=&lt;br /&gt;
&lt;br /&gt;
== Replay/Spectating ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsReplay&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetReplayLength&#039;&#039;&#039; {{new|92.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | number (in gameframes)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSpectatingState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean spectating, boolean fullView, boolean fullSelect&lt;br /&gt;
&lt;br /&gt;
== ModUI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModUICtrl&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
== MyInfo ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMyPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Local Player,Team,Ally ==&lt;br /&gt;
&amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Redundant same as the GetMyXYZ functions!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalPlayerID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playerID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number teamID&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLocalAllyTeamID&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number allyID&lt;br /&gt;
&lt;br /&gt;
== Team/Player Info ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerRoster&#039;&#039;&#039;&lt;br /&gt;
  ( [number sortType] | [number sortType], [bool showPathingPlayers] ) -&amp;gt;&lt;br /&gt;
    nil | playerTable = {&lt;br /&gt;
            [1] = {&lt;br /&gt;
              string  name,&lt;br /&gt;
              number  playerID,&lt;br /&gt;
              number  teamID,&lt;br /&gt;
              number  allyTeamID,&lt;br /&gt;
              boolean spectator,&lt;br /&gt;
              number  cpuUsage,&lt;br /&gt;
              number  pingTime&lt;br /&gt;
            },&lt;br /&gt;
            etc...&lt;br /&gt;
          }&lt;br /&gt;
   if pingTime is == -1, the player is pathfinding, in order to find the progress, use:&lt;br /&gt;
   cpuUsage&amp;amp;0x1 if it&#039;s PC or BO, cpuUsage&amp;amp; 0xFE to get path res, (cpuUsage&amp;gt;&amp;gt;8)*1000&lt;br /&gt;
   for the progress&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  Sort codes:&lt;br /&gt;
     1 = Sort by allies  (the default)&lt;br /&gt;
     2 = Sort by teamID&lt;br /&gt;
     3 = Sort by playerName&lt;br /&gt;
     4 = Sort by CPU usage&lt;br /&gt;
     5 = Sort by ping time&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTeamOrigColor&#039;&#039;&#039;&lt;br /&gt;
  ( number teamID ) -&amp;gt; nil | number r, number g, number b,  number a&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPlayerTraffic&#039;&#039;&#039;&lt;br /&gt;
  ( number playerID [, number packetID] ) -&amp;gt; number&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSoundStreamTime&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number playedTime, number totalTime&lt;br /&gt;
&lt;br /&gt;
== Camera ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraNames&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [camName] = number camNum, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { &amp;quot;name&amp;quot; = string, &amp;quot;mode&amp;quot; = number camIdx, state1 = number, state2 = number, ... }&lt;br /&gt;
&lt;br /&gt;
See [[Lua_camState]] for details about Spring.GetCameraState output.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraPosition&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraDirection&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number forward_x, number forward_y, number forward_z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraFOV&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number fov&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCameraVectors&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; vectorTable = {&lt;br /&gt;
    forward   = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    up        = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    right     = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    top       = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    bottom    = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    leftside  = { [1] = number x, [2] = number y, [3] = number z },&lt;br /&gt;
    rightside = { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== Inview ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleUnits&#039;&#039;&#039;&lt;br /&gt;
  ( [number teamID = -1 [, number radius = 30 [, boolean Icons = true ]]] )&lt;br /&gt;
    -&amp;gt; nil | unitTable = { [1] = number unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleFeatures&#039;&#039;&#039;&lt;br /&gt;
  ( [number allyTeamID = -1 [, number radius = 30 [, boolean Icons = true [, boolean geos = true ]]]] )&lt;br /&gt;
    -&amp;gt; nil | featureTable = { [1] = number featureID, ... }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAABBInView&#039;&#039;&#039;&lt;br /&gt;
  ( number minX, number minY, number minZ,&lt;br /&gt;
    number maxX, number maxY, number maxZ ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsSphereInView&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z [, number radius ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitIcon&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitInView&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitVisible&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, number radius [, boolean checkIcons] ] ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Screen Trace ===&lt;br /&gt;
&#039;&#039;&#039;Spring.WorldToScreenCoords&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y, number z ) -&amp;gt; number x, number y, number z&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.TraceScreenRay&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseX, number mouseY [, boolean onlyCoords &lt;br /&gt;
  [, boolean useMinimap [, boolean includeSky [, boolean ignoreWater [, number D] ] ] ] ] )&lt;br /&gt;
    -&amp;gt; nil |&lt;br /&gt;
    string &amp;quot;unit&amp;quot;,    number unitID    |&lt;br /&gt;
    string &amp;quot;feature&amp;quot;, number featureID |&lt;br /&gt;
    string &amp;quot;ground&amp;quot;,  { [1] = number x, [2] = number y, [3] = number z }&lt;br /&gt;
&lt;br /&gt;
{{new|101.0}} Exended to allow a custom plane, parameters are (0, 1, 0, D=0) where D is the offset D can be specified in the third argument (if all the bools are false) or in the seventh (as shown). Intersection coordinates are returned in t[4],t[5],t[6] when the ray goes offmap and includeSky is true), or when no unit or feature is hit (or onlyCoords is true).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPixelDir&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number dirx, number diry, number dirz&lt;br /&gt;
&lt;br /&gt;
=== Screen &amp;amp; Window Geometry ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetViewGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number viewSizeX, number viewSizeY, number viewPosX, number viewPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWindowGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number winSizeX, number winSizeY, number winPosX, number winPosY&lt;br /&gt;
&#039;&#039;&#039;Spring.GetScreenGeometry&#039;&#039;&#039; (is missing multiscreen support!)&lt;br /&gt;
  ( ) -&amp;gt; number screenSizeX, number screenSizeY, number ZERO, number ZERO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit ==&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitAllied&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitViewPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean midPos = false ] ) -&amp;gt; nil | number x, number y, number z&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitTransformMatrix&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID [, boolean invert = false] ) -&amp;gt; nil | number a11, number a12 ..., number a44    &amp;lt;span class=note&amp;gt;(4x4 matrix)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Selected Units ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnits&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [1] = unitID, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = { [1] = [number unitID], etc...}, ... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; { [number unitDefID] = number count, etc... }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number count&lt;br /&gt;
&#039;&#039;&#039;Spring.IsUnitSelected&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit Groups ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitGroup&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [number] = number unitCount,&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetSelectedGroup&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIName&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; string aiName&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupAIList&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [1] = string aiName, ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnits&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = number unitID, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsSorted&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = {number unitID, ...}, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCounts&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | {&lt;br /&gt;
    [number unitDefID] = number count, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGroupUnitsCount&#039;&#039;&#039;&lt;br /&gt;
  ( number groupID ) -&amp;gt; nil | number count&lt;br /&gt;
== Projectiles ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetVisibleProjectiles&#039;&#039;&#039; {{New|95.0}}&lt;br /&gt;
   ([ number allyTeamID = -1&lt;br /&gt;
   [ , boolean addSyncedProjectiles = true&lt;br /&gt;
   [ , boolean addWeaponProjectiles = true&lt;br /&gt;
   [ , boolean addPieceProjectiles = true ]]]]&lt;br /&gt;
   ) --&amp;gt; nil | {[1] = projectileID, ...}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUICommands&#039;&#039;&#039; {{new|101.0}}&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      command=string,&lt;br /&gt;
      description=string,&lt;br /&gt;
      synced=bool,&lt;br /&gt;
      cheat=bool,&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
Returns a list of available [[UI commands]].&lt;br /&gt;
&lt;br /&gt;
=== GUI Settings ===&lt;br /&gt;
&#039;&#039;&#039;Spring.IsGUIHidden&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveShadows&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.HaveAdvShading&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetWaterMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number mode, string &amp;quot;mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;  mode numbers:&lt;br /&gt;
      0 - basic&lt;br /&gt;
      1 - reflective&lt;br /&gt;
      2 - dynamic&lt;br /&gt;
      3 - refractive&lt;br /&gt;
      4 - bumpwater&lt;br /&gt;
      default - unknown&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapDrawMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | &amp;quot;normal&amp;quot; | &amp;quot;height&amp;quot; | &amp;quot;metal&amp;quot; | &amp;quot;pathTraversability&amp;quot; | &amp;quot;los&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawSelectionInfo&#039;&#039;&#039; &amp;lt;font color=&amp;quot;#55ee99&amp;quot;&amp;gt;Returns whether &amp;amp;quot;Selected units&amp;amp;quot; text is displayed.&amp;lt;/font&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&lt;br /&gt;
=== Unit &amp;amp; Feature GUI States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoMinimap&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetUnitNoSelect&#039;&#039;&#039;&lt;br /&gt;
  ( number unitID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureLuaDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFeatureNoDraw&#039;&#039;&#039;&lt;br /&gt;
  ( number featureID ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapGeometry&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number posX, number posY, number sizeX, number sizeY,&lt;br /&gt;
    boolean minimized, boolean maximized&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMiniMapDualScreen&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean false | string &amp;quot;left&amp;quot; | string &amp;quot;right&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.IsAboveMiniMap&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Build-)Menu ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDefaultCommand&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number index (, number cmd_id, number cmd_type, string cmd_name)&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDescs&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActiveCmdDesc&#039;&#039;&#039;&lt;br /&gt;
  ( number index ) -&amp;gt; nil | {&lt;br /&gt;
      id=number,&lt;br /&gt;
      type=number,&lt;br /&gt;
      name=string,&lt;br /&gt;
      action=string,&lt;br /&gt;
      tooltip=string,&lt;br /&gt;
      texture=string,&lt;br /&gt;
      cursor=string,&lt;br /&gt;
      hidden=boolean,&lt;br /&gt;
      disabled=boolean,&lt;br /&gt;
      showUnique=boolean,&lt;br /&gt;
      onlyTexture=boolean,&lt;br /&gt;
      params = { [1] = string, .. }&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCmdDescIndex&#039;&#039;&#039;&lt;br /&gt;
  ( number cmdID ) -&amp;gt; nil | number index&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActivePage&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number pageNum, number maxPages&lt;br /&gt;
&lt;br /&gt;
=== Build Facing ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildFacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetBuildSpacing&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&lt;br /&gt;
=== GatherMode &amp;amp; InvertQueueKey ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGatherMode&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetInvertQueueKey&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | boolean&lt;br /&gt;
&lt;br /&gt;
=== Mouse States ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number X, number Z,&lt;br /&gt;
    boolean leftPressed, boolean middlePressed, boolean rightPressed&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseCursor&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string name, number scale&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMouseStartPosition&#039;&#039;&#039;&lt;br /&gt;
  ( number mouseButton ) -&amp;gt; nil | number pressedX, number pressedY,&lt;br /&gt;
    number camPosX, number camPosY, number camPosZ,&lt;br /&gt;
    number dirX, number dirY, number dirZ&lt;br /&gt;
&lt;br /&gt;
=== (Hot-)Keys ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; nil | boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetModKeyState&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean alt, boolean ctrl, boolean meta, boolean shift&lt;br /&gt;
&#039;&#039;&#039;Spring.GetPressedKeys&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; {&lt;br /&gt;
    [number code] = boolean,&lt;br /&gt;
    [string name] = boolean, {{new|99.0}}&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyCode&#039;&#039;&#039;&lt;br /&gt;
  ( string keysym ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeySymbol&#039;&#039;&#039;&lt;br /&gt;
  ( number key ) -&amp;gt; string &amp;quot;keysym1&amp;quot;, string &amp;quot;keysym2&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Spring.GetKeyBindings&#039;&#039;&#039;&lt;br /&gt;
  ( string keyset ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      [string actionCmd] = string actionExtra,&lt;br /&gt;
      command   = string actionCmd,    {{new|97}}&lt;br /&gt;
      boundWith = string boundWith,    {{new|97}}&lt;br /&gt;
      extra     = string actionExtra,  {{new|97}}&lt;br /&gt;
    }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetActionHotKeys&#039;&#039;&#039;&lt;br /&gt;
  ( string action ) -&amp;gt; nil | { [1] = string hotKey, ... }&lt;br /&gt;
&lt;br /&gt;
=== Console ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastMessagePositions&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = { number X, number Y, number Z },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConsoleBuffer&#039;&#039;&#039;&lt;br /&gt;
  ( [number maxLines] ) -&amp;gt; nil | {&lt;br /&gt;
    [1] = {&lt;br /&gt;
      text = string,&lt;br /&gt;
      priority = number&lt;br /&gt;
   }, ...&lt;br /&gt;
  }&lt;br /&gt;
&#039;&#039;&#039;Spring.GetCurrentTooltip&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; string&lt;br /&gt;
&lt;br /&gt;
=== LOS Colors ===&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLosViewColors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  ( ) -&amp;gt; always = {r,g,b}, LOS = {r,g,b}, radar = {r,g,b}, jam = {r,g,b}, radar2 = {r,g,b}  {{new|100}}&lt;br /&gt;
&lt;br /&gt;
== Config ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetConfigParams&#039;&#039;&#039; &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;same information as &amp;lt;code&amp;gt;spring --list-config-vars&amp;lt;/code&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
  ( ) -&amp;gt; table {&lt;br /&gt;
    {&lt;br /&gt;
      name = string,&lt;br /&gt;
      type = string,&lt;br /&gt;
      [ description = string, ]&lt;br /&gt;
      [ defaultValue = string, ]&lt;br /&gt;
      [ minimumValue = string, ]&lt;br /&gt;
      [ maximumValue = string, ]&lt;br /&gt;
      [ safemodeValue = string, ]&lt;br /&gt;
      [ declarationFile = string, ]&lt;br /&gt;
      [ declarationLine = number, ]&lt;br /&gt;
      [ readOnly = bool, ]&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== FPS &amp;amp; GetDrawFrame ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFPS&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetDrawFrame&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; number low 16bit, number high 16bit&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetGameSpeed&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; number userSpeedFactor, number speedFactor, boolean paused&lt;br /&gt;
&#039;&#039;&#039;Spring.GetFrameTimeOffset&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLastUpdateSeconds&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; nil | number&lt;br /&gt;
&#039;&#039;&#039;Spring.GetHasLag&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; boolean&lt;br /&gt;
&#039;&#039;&#039;Spring.GetTimer&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; timer&lt;br /&gt;
&#039;&#039;&#039;Spring.DiffTimers&#039;&#039;&#039;&lt;br /&gt;
  ( timer cur, timer ago, [boolean inMilliseconds]) -&amp;gt; number seconds&lt;br /&gt;
{{New|95.0}} optional third argument (boolean) to return dt in milliseconds&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring.GetMapSquareTexture&#039;&#039;&#039;&lt;br /&gt;
  (number texSqrX, number texSqrY, number texMipLvl, string luaTexName) -&amp;gt; boolean success&lt;br /&gt;
&lt;br /&gt;
== Logging ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetLogSections&#039;&#039;&#039;&lt;br /&gt;
  ( ) -&amp;gt; table { &amp;quot;KeyBindings&amp;quot; = LOG.INFO, &amp;quot;Font&amp;quot; = LOG.INFO, &amp;quot;Sound&amp;quot; = LOG.WARNING, ... }&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&#039;&#039;&#039;Spring.GetClipboard&#039;&#039;&#039; {{new|98.0}}&lt;br /&gt;
  ( ) -&amp;gt; string text&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Thinksome</name></author>
	</entry>
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