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  3. EMERGENCY 4
  4. SDK

Actor

  • Antiphon
  • November 12, 2023 at 3:26 PM
  • 1,856 times viewed
  • Code
    enum ActorType
    {
    	ACTOR_UNKNOWN,
    	ACTOR_FLOOR,
    	ACTOR_OBJECT,
    	ACTOR_HOUSE,
    	ACTOR_VEHICLE,
    	ACTOR_PERSON,
    	ACTOR_LIQUID,
    	ACTOR_VIRTUAL,
    	ACTOR_FIREOBJECT,
    	ACTOR_PATH,
    	ACTOR_FORCEFIELD,
    	ACTOR_FORCEVOLUME,
    	ACTOR_TRIGGER,
    	ACTOR_STREET,
    	ACTOR_OPEN_HOUSE,
    	ACTOR_SPAWNPOINT,
    	ACTOR_DETAILPOLYGON,
    	ACTOR_WAITINGPOINT,
    	ACTOR_AMBIENTPOLYGON,
    	ACTOR_BRIDGEINSTALLPOINT,
    	ACTOR_STOPPINGPOINT
    };
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    Code
    enum TargetPoint
    {
    	TARGET_ANY,
    	TARGET_EQUIPMENTDOOR,
    	TARGET_SHEARSDOOR,
    	TARGET_PASSENGERDOOR,
    	TARGET_REARDOOR,
    	TARGET_FIREHOSE_HOOKUP,
    	TARGET_ENGINE,
    	TARGET_EXTINGUISH,
    	TARGET_ENGINE_EXTINGUISH,
    	TARGET_AXE,
    	TARGET_CHAINSAW,
    	TARGET_ENTRANCEDOOR,
    	TARGET_MEGAPHONE_DISTANCE,
    	TARGET_DLK_BASKET,
    	TARGET_LOADUP,
    	TARGET_ENTRY_WINDOW_PARKING,
    	TARGET_DLK_BASKET_BASE,
    	TARGET_TREATMENT,
    	TARGET_UNLOAD,
    	TARGET_ENTRY_WINDOW,
    	TARGET_INSTALL_FGRB,
    	TARGET_SHOOT,
    	TARGET_FOLLOW,
    	TARGET_DLK_EXTINGUISH,
    	TARGET_UNLOAD_TFMB,
    	TARGET_FLAME_EFFECT,
    	TARGET_CROSS_BRIDGE,
    	TARGET_OPPOSITE_BRIDGE,
    	TARGET_EXTINGUISH_PERSON,
    	TARGET_PONTON_BRIDGE,
    	TARGET_TOUCHPERSON,
    	TARGET_USE,
    	TARGET_OBJECTSURFACE,
    	TARGET_FREE_CONNECTOR,
    	TARGET_RANDOM,
    	TARGET_HOUSE_SAFE_DISTANCE,
    
    	TARGET_MAX
    };
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    Code
    enum TerrainClass
    {
    	TERRAIN_ANYTHING,
    	TERRAIN_CAR,
    	TERRAIN_TRUCK,
    	TERRAIN_OFFROAD,
    	TERRAIN_TRACKVEHICLE,
    	TERRAIN_BOAT,
    	TERRAIN_SHIP,
    	TERRAIN_DIVER,
    	TERRAIN_AIRPLANE,
    	TERRAIN_CIVILIAN,
    	TERRAIN_SQUAD,
    	TERRAIN_SQUADCAR,
    	TERRAIN_HELILANDING,
    	TERRAIN_ANIMAL,
    	TERRAIN_VIRTUALFLOOR,
    	TERRAIN_TRAFFIC,
    	
    	TERRAIN_NUMCLASSES
    };
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    Code
    class Actor
    {
    	const char *GetName();
    
    	virtual Vector GetPosition() const;
    	virtual void SetPosition(const Vector &v_);
    		
    	Vector GetTargetPoint(Actor *Initiator, TargetPoint Pnt);
    	Vector GetTargetPoint(Actor &Initiator, TargetPoint Pnt);
    				
    	float GetBoundingRadius();
    	float GetBoundingRadiusXY();
    	float GetBoundingRadiusDistXYToObject(Actor *Target_);
    	virtual void DrawBoundingBox(unsigned char red_=255, unsigned char green_=255, unsigned char blue_=255);
    	bool SetVirtualObjectTerrain(const char* terrain_);
    	bool SetTerrain(TerrainClass terrain_);
    	bool RemoveFromRouter();
    
    	virtual bool IsValid() const; //!< returns true if this actor has a valid world representation
    	ActorType GetType() const;
    	void Show();
    	void Hide();
    	bool IsHidden();
    	int GetID() const;
    	bool HasName(const char *Name_);
    	bool HasNamePrefix(const char *Name_);
    	
    	void SetUserData(int Data);
    	int GetUserData() const;
    
    	bool IsInsideVirtualObject(Vector &pos);
    };
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