Code
namespace Game
{
ActorList GetActors();
ActorList GetActors(const char *Name_);
ActorList GetActors(ActorType type_);
Actor GetActor(int ID_);
int GetNumActors(ActorType type_);
int GetNumInjuredPersonNotOnTransport();
GameObjectList GetGameObjects();
GameObjectList GetGameObjects(GameObjectType type_);
GameObjectList GetGameObjects(const char *Name_);
GameObjectList GetGameObjectsWithPrefix(const char* Prefix_);
GameObjectList GetSelectedGameObjects();
int GetNumSelectedGameObjects();
bool IsParamedicWithInjuredInSelection(GameObject *Caller_);
PersonList GetParamedics();
PersonList GetDoctors();
PersonList GetFirefighters();
GameObject CreateObject(const char* Prototype_, const char *Name_);
Person CreatePerson(const char *Prototype_, const char *Name_);
Vehicle CreateVehicle(const char* Prototype_, const char *Name_);
void RemoveGameObject(GameObject *obj_);
bool ExecuteCommand(const char *Command_, GameObject *Caller_);
bool ExecuteCommand(const char *Command_, GameObject *Caller_, Actor *Target_);
float MetersToUnits(float Meters_);
float UnitsToMeters(float Units_);
void PrintObjectText(Actor &Obj_, const char *Text_);
bool LoadMap(const char* MapName_);
void ScheduleMissionStart(int Mission_, bool isNewMission_ = false);
void PlayEmitter(const char *File_, const Vector &Pos_);
float GetGameSpeed();
void SetGameSpeed(float Speed_);
float GetLastTickDuration();
float GetRealTime();
float GetTime();
void SetDefaultMessageGroup(const char* Default_);
void ShowHelpText(const char *Text_, float Duration_ = -1.0f);
void ShowHelpTextWindow(const char *Text_, float Duration = -1.0f);
void CloseHelpTextWindow();
bool CollectObstaclesOnPath(const char* path, GameObjectList &list);
bool CollectObstaclesOnTrigger(const char* trigger, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
bool CollectObstaclesOnVirtualObject(const char* vobj, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
bool IsSquadInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON|ACTOR_VEHICLE);
bool IsCivilianInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON, bool isInjured_=false);
bool IsSquadInVirtualObject(const char* vobj);
bool IsCivilianInVirtualObject(const char* vobj);
bool IsBurningObjectInVirtualObject(const char* vobj);
void HideObjects(const GameObjectList &list);
void ShowObjects(const GameObjectList &list);
int GetNrObjectsWithFlagSet(int flag_);
bool ExistsObjectWithFlagSet(int flag_);
bool ExistsNormalObjectWithFlagSet(int flag_); //checks only objects with status != FULLBURNED, which arent hidden
bool ExistsFreeLandingStage(bool tfmb_); //
bool ExistsFreeBridgeInstallPoint(); //
bool ExistsFreeTFMB();
bool ExistsFreeFMB();
bool ExistsFreeDLKInstallPosition(); //
bool ExistsEmptyFGRR_TRL();
bool ExistsEmptyFGRR_RL();
bool ExistsCoolableobject();
bool ExistsExtinguishableObject();
bool ExistsDrowningPerson(); //
bool ExistsInjuredPerson(); //
bool ExistsNonInjuredPerson(); //
bool ExistsWoundedSquad();
bool ExistsAccessibleHouse();
bool ExistsFreeRescueDog();
bool ExistsDiveArea(); //
bool ExistsCarWithEnclosedPerson();
bool ExistsCutableObject();
bool ExistsLockedHouse();
bool ExistsFreeHoseConnection();
bool ExistsAskablePerson();
bool ExistsFreeDLK();
bool ExistsRepairableCar();
bool ExistsHouseForJumpad();
bool ExistsInstalledJumppad();
bool ExistsInstalledRoadblock();
bool ExistsFreeVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
bool ActivateTrigger(const char *name);
bool DeactivateTrigger(const char *name);
bool ActivateWaitingPoint(const char *name_);
bool DeactivateWaitingPoint(const char *name_);
bool IsInTrigger(const char *name, const Vector &Pos_);
void CreateAreaLightsAroundTrigger(const char *name_, const char *nameForLights_, float gap_);
bool ActivateLiquid(const char *name);
bool DeactivateLiquid(const char *name);
bool IsWater(const Vector &Pos_, bool ignoreHeight_ = true);
bool IsSubmergible(const Vector &Pos_);
int GetPhysicsStep();
int GetTick();
bool FindFreePosition(GameObject *obj_, Vector &Pos_, float radius_ = 100.0f);
bool FindAvailablePosition(GameObject *obj_, Vector &Pos_, float radius_ = 50.0f, bool allowHouses_ = true);
bool GetPotentialCollisions(Actor *obj_, ActorList &list_, float radius_, unsigned int typefilter_);
void ExtinguishAllFires();
void ActivateSceneLens(bool active_);
void StopAmbientSound(const char* name_);
void SetAmbientSoundVolumeByName(const char *name_, float volume_);
void SetAmbientSoundVolumeBySound(const char *sound_, float volume_);
void SetObjectsSelectable(bool enable_);
void SetMapBoundsBlockCamera(bool enable_);
void ForceShowContextMenu(bool enable_);
void EnableMultiSelection(bool enable_);
void GetTime(int &hour_, int &minute_, int &second_);
void SetTime(int hour_, int minute_, int second_);
int GetTimeSpeed();
void SetTimeSpeed(int speed_);
float GetGroundHeight(float posx_, float posy_);
float GetFloorHeight(float posx_, float posy_);
void DrawPermanentLine(Vector &start, Vector &end, int R, int G, int B);
Vector GetCommandPos();
GameMode GetGameMode();
bool HasNamePrefix(const char* Name_, const char *Prefix_);
void EnableUpdateMissionOnPause(bool enable_);
bool IsFreeplay();
bool IsMultiplayer();
bool IsCampaign();
bool IsMission();
void AddToGroup(GameObject *object_, int group_);
bool RemoveFromGroup(GameObject *object_, int group_);
bool IsInGroup(GameObject *object_, int group_);
int GetNumInjuredPersonNotOnTransport(bool ignoreDead_ = false);
void SetNavigatorCounter(const char* counter_);
const char* GetNavigatorCounter();
bool ExistsPickableAnimal();
bool GetGameString(const char *name_, char *buffer_, int maxcount_);
bool IsHomicideEventRunning();
int GetMaxParkingSpace();
void SetMaxParkingSpace(int space_);
float GetGlobalEventFrequencyFactor();
void SetGlobalEventFrequencyFactor(float factor_);
float GetTimeActivePlayerSwitchMP();
void SetTimeActivePlayerSwitchMP(float time_);
int ShowEvent(const char* Text_, Vector Position_); // returns ID of the event
bool SetEventFinished(int eventID_, bool succesful_, int reward_);
bool IsPositionAcceptable(Vector Position_);
};
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