Sirbomber mentioned this in his tutorial:TethysGame::SetTornado(originX, originY, Duration, destX, destY, No Delay); // Vortex
Though when I tested the bool, it was indeed a no-delay switch but didn't disable moving
I just checked the most recent version of the SDK (now hosted in a Git repository) and it reads:
static void __fastcall SetTornado(int startTileX, int startTileY, int duration, int endTileX, int endTileY, int bImmediate);
Perhaps you're using an older package? I just poked around on the site, but I didn't see any links to the SDK. Is this something you downloaded recently?
You need a Git client to download from a Git repository. You can try something like Tortoise Git (http://code.google.com/p/tortoisegit/).
As for saving games, you'll want to search for the data type (the struct name), not the variable name of a struct instance. The struct is declared in the SDK. The variable instance will only be in the level project.
The BufferDesc struct is found in RequiredExports.h:
// This struct defined a memory region to be Saved/Loaded to/from saved game files.
// Note: See GetSaveRegions exported function
// Note: This implies all level data must be statically declared. Avoid using "new".
struct BufferDesc
{
void *bufferStart; // pointer to beginning of DLL data buffer
int length; // length of this buffer
};
As you can see it's fairly simple. It's pretty much what an Array struct would be in many languages. It points to the start of some area of memory, and indicates it's length. Here the length is in bytes.
I don't recall any specifics on Unit.DoMove. I don't think the AI's really used it though. It think they mostly did unit control using unit groups.
Savant_Ace, make sure you're actually testing the level you're compiling. When you're getting errors messages that reference non-sensical things that don't exist in the source at all, it's often an indication that the binary you are testing was not produced by the source code you're looking at. In particular, check file last-modification dates/times.