globalvar g
rule "builtin surface":
@Event eachPlayer
@Condition isAssemblingHeroes() == false
@Condition isInSetup() == false
@Condition horizontalAngleFromDirection(vect(1, 0, 0)) == 90
@Condition eventPlayer.isHoldingButton(Button.INTERACT)
@Condition eventPlayer.getEyePosition() == vect(0, 0, 0)
@Condition horizontalAngleFromDirection(eventPlayer.getFacingDirection()) == 90
@Condition any([g > 0 for g in [1, 2]])
@Condition all([g > 0 for g in [1, 2]])
@Condition eventPlayer.getHero() == Hero.ANA
@Condition eventPlayer.hasStatus(Status.ROOTED)
@Condition distance(eventPlayer.getPosition(), vect(0, 0, 0)) < 2
@Condition strContains("abc", "b")
@Condition ceil(1.2) == 2
@Condition floor(1.8) == 1
@Condition round(1.5) == 2
g = getPlayers(Team.ALL)
g = getAllHeroes()
g = heroIcon(Hero.ANA)
g = getMatchTime()
g = angleToDirection(30, 0)
g = buttonString(Button.INTERACT)
g = random.randint(1, 3)
g = random.shuffle([1, 2])
g = g.concat([1])
g = g.exclude(1)
g = vectorTowards(vect(0, 0, 0), vect(1, 0, 0))
g = dotProduct(vect(1, 0, 0), vect(1, 0, 0))
g = getServerLoad()
g = getAverageServerLoad()
g = getPeakServerLoad()
g = evalOnce(g)
g = abilityIconString(Hero.ANA, Button.ABILITY_1)
g = updateEveryTick(g)
g = sinDeg(g)
g = cosDeg(g)
g = rgb(1, 2, 3)
g = eventPlayer.getSlot()
g = eventPlayer.getMaxHealth()
g = eventPlayer.getUltCharge()
eventPlayer.addToScore(1)
g = max(1, 2)
g = getLastCreatedEntity()
g = worldVector(Vector.LEFT, eventPlayer, Transform.ROTATION)
g = worldVector(Vector.LEFT, eventPlayer, Transform.ROTATION).x
g = worldVector(Vector.LEFT, eventPlayer, Transform.ROTATION).y
g = worldVector(Vector.LEFT, eventPlayer, Transform.ROTATION).z
g = "abc".charAt(0)
g = [1, 2].last()
chaseAtRate(g, 1, 1)
createDummy(Hero.ANA, Team.ALL, -1, vect(0, 0, 0), vect(0, 0, 0))
hudHeader(getAllPlayers(), "header", HudPosition.TOP, 0, Color.WHITE, HudReeval.VISIBILITY, SpecVisibility.DEFAULT)
hudHeader(getAllPlayers(), "always", HudPosition.TOP, 1, Color.WHITE, HudReeval.VISIBILITY, SpecVisibility.ALWAYS)
hudSubtext(getAllPlayers(), "text", HudPosition.TOP, 1, Color.WHITE, HudReeval.VISIBILITY, SpecVisibility.DEFAULT)
hudText(getAllPlayers(), "header", "subheader", "text", HudPosition.TOP, 1, Color.WHITE, Color.WHITE, Color.WHITE, HudReeval.VISIBILITY, SpecVisibility.DEFAULT)
hudHeader(text="default header")
hudSubtext(text="default text")
setMatchTime(0)
eventPlayer.startFacing(vect(0, 0, 1), 1, Relativity.TO_WORLD, FacingReeval.DIRECTION_AND_TURN_RATE)
eventPlayer.startForcingHero(Hero.ANA)
eventPlayer.disallowButton(Button.ULTIMATE)
eventPlayer.allowButton(Button.ULTIMATE)
eventPlayer.startHoT(null, 9999, 9999)
eventPlayer.attachTo(eventPlayer, vect(0, 0, 0))
eventPlayer.disableEnvironmentCollision(true)
eventPlayer.setAbility1Enabled(false)
eventPlayer.setAbility2Enabled(false)
eventPlayer.setUltEnabled(false)
eventPlayer.setPrimaryFireEnabled(false)
eventPlayer.setSecondaryFireEnabled(false)
eventPlayer.clearStatusEffect(Status.ROOTED)
destroyAllEffects()
destroyAllDummies()
setObjectiveDescription(getAllPlayers(), "objective", HudReeval.VISIBILITY)
eventPlayer.setFacing(vect(0, 0, 1), Relativity.TO_WORLD)
createEffect(getAllPlayers(), Effect.BAD_AURA, Color.GREEN, vect(0, 0, 0), 2, EffectReeval.VISIBILITY_POSITION_AND_RADIUS)
createInWorldText(getAllPlayers(), "header", vect(0, 0, 0), 1, Clip.NONE, WorldTextReeval.VISIBILITY, Color.WHITE, SpecVisibility.DEFAULT)
eventPlayer.startForcingButton(Button.SECONDARY_FIRE)
eventPlayer.stopForcingButton(Button.SECONDARY_FIRE)
eventPlayer.forceButtonPress(Button.ABILITY_1)
eventPlayer.stopFacing()
eventPlayer.stopForcingCurrentHero()
destroyAllHudTexts()
disableGamemodeCompletion()
disableScoring()
eventPlayer.disableKillFeed()
eventPlayer.startForcingHero(Hero.MCCREE)
eventPlayer.startForcingHero(Hero.HAMMOND)
declareTeamVictory(Team.1)
declarePlayerVictory(eventPlayer)
setSlowMotion(10)
stopChasingVariable(g)
bigMessage(getAllPlayers(), "big")
smallMessage(getAllPlayers(), "small")
eventPlayer.disableHeroHUD()
eventPlayer.enableHeroHud()
waitUntil(true, 1)
rule "event ability":
@Event playerDealtDamage
@Condition eventAbility == Button.PRIMARY_FIRE
@Condition eventDamage > 0
eventPlayer.startForcingPosition(vect(0, 0, 0), false)