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  1. Emergency Hub
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  3. EMERGENCY 4
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Actor

  • Antiphon
  • November 12, 2023 at 3:26 PM
  • 2,477 times viewed
Derzeit kommt es vermehrt zu automatisierten Registrierungen und Spam-Beiträgen. Dadurch kann es vereinzelt zu unerwünschten Inhalten kommen. Wir arbeiten bereits an technischen Maßnahmen, um dies zu unterbinden. Übergangsweise werden neu registrierte Nutzer einer eingeschränkten Benutzergruppe zugewiesen, mit der keine neuen Themen erstellt werden können. Nach dem Hochladen eines Avatars wird die Einschränkung nach rund 10 Minuten automatisch aufgehoben. Danke für euer Verständnis und eure Geduld.
  • 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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