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enum GameObjectType
{
TYPE_UNKNOWN,
TYPE_OBJECT,
TYPE_PERSON,
TYPE_HOUSE,
TYPE_VEHICLE,
TYPE_OPEN_HOUSE
};
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enum FloorPlacement
{
PLACEMENT_NONE, // frei dreh- und positionierbar
PLACEMENT_AXISALIGNED, // Objekt wird nicht gedreht, Pivotpunkt mit Offset entscheidet die Höhe
PLACEMENT_BOXALIGNED, // Objekt frei drehbar, Boundingbox-Auflagepunkte mit Offset entscheiden über Höhe
PLACEMENT_ALIGNED_CORNERS, // Ecken der Boundingbox entscheiden über Höhe und Ausrichtung, unterste Seite der bbop zählt
PLACEMENT_ALIGNED_SAMPLED, // genauer als boundingcorners, zeitaufwendiger
PLACEMENT_PHYSICS, // physik benutzen. Nicht im Game möglich!
PLACEMENT_CUSTOM_PLACEMENT // placement wird von abgeleiteter Klasse berechnet (e.g. Person, Vehicle)
};
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enum PhysicCollisionMode
{
PHYSIC_COLLISION_ALL = 0,
PHYSIC_COLLISION_NOWORLD = 1,
PHYSIC_COLLISION_NOEXTERNALBODIES = 2,
PHYSIC_COLLISION_NOINTERNALBODIES = 4,
PHYSIC_COLLISION_USECATEGORIES = 8,
PHYSIC_COLLISION_NOTRACELINE = 16,
PHYSIC_COLLISION_NORESPONSE = 32,
PHYSIC_COLLISION_NONE = ~PHYSIC_COLLISION_ALL & ~PHYSIC_COLLISION_USECATEGORIES
};
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enum EnergyType
{
ENERGYTYPE_UNKNOWN,
ENERGYTYPE_FIRE,
ENERGYTYPE_SHOT,
ENERGYTYPE_WATER,
ENERGYTYPE_POLICEBLOCK,
ENERGYTYPE_CARPUSH,
ENERGYTYPE_PHYSIC,
ENERGYTYPE_WATER_FROM_OUSIDE,
ENERGYTYPE_WATER_FROM_INSIDE,
ENERGYTYPE_SHOTSOUND,
ENERGYTYPE_FLIGHTSHOT
};
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// constants for object-flags
enum ObjectFlag
{
OF_NONE = 0x00000000,
OF_PERSON_ENCLOSED = 0x00000001, // object has enclosed person
OF_LOCKED = 0x00000002, // object is locked
OF_USABLE = 0x00000004, // object can be used (special action)
OF_BULLDOZABLE = 0x00000008, // can be planated by the bulldozer (wheel loader)
OF_TRANSPORTABLE = 0x00000010, // object can be loaded up (by vehicle)
OF_PULLABLE = 0x00000020, // object can be pulled
OF_ACCESSIBLE = 0x00000040, // object can be entered
OF_COOLABLE = 0x00000080, // object can be cooled by fire fighters
OF_SHOOTABLE = 0x00000100, // object can be shooted at
OF_CUTABLE = 0x00000200, // object can be cut down with chainsaw
OF_USABLE_WITH_MEGAPHONE = 0x00000400, // megaphone can be used on object
OF_RECOVERABLE = 0x00000800, // object can be recovered by recovery crane
OF_FLOTSAM = 0x00001000, // object can be picked up by motor boat
OF_HIDDEN = 0x00002000, // object is invisible
OF_CARRYABLE_BY_BULLDOZER = 0x00008000, // can be carried by the bulldozer (wheel loader)
OF_HAS_FIRE_EXTINGUISHER = 0x00010000, // object carries one/many fire extinguishers
OF_HAS_SHEARS = 0x00020000, // object carries one/many jaws of life
OF_HAS_CHAINSAW = 0x00040000, // object carries one/many chainsaws
OF_HAS_HOSE = 0x00080000, // object carries one/many fire hoses
OF_HAS_JUMPPAD = 0x00100000, // object carries one/many jumppads
OF_HAS_ROADBLOCK = 0x00200000, // object carries one/many roadblocks
OF_HAS_FLASHGRENADE = 0x00400000, // object carries one/many flashgrenades
OF_HAS_FIREAXE = 0x00800000, // object carries one/many fireaxes
OF_BLOCKED = 0x80000000 // no interaction with object possible
};
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enum ObjectBurnStatus
{
OBS_NORMAL = 0x01, // object is in normal mode / visible in normal mode
OBS_HALFBURNED = 0x02, // object is halfburned / visible in halfburned mode
OBS_FULLBURNED = 0x04 // object is fullburned / visible in fullburned mode
};
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enum ContaminationType
{
CONTAMINATION_ATOMIC,
CONTAMINATION_CHEMICAL,
CONTAMINATION_BIOLOGICAL
};
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union ActionParameters
{
float fValue;
int iValue;
bool bValue;
char *cValue;
class Actor *aValue;
void *pValue;
};
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struct ActionCallback
{
class GameObject *Owner;
ActionParameters Parameters[8];
ActionCallback();
};
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class GameObject : public Actor
{
GameObject();
GameObject(const GameObject &Obj_);
GameObject(const Actor *Act_);
virtual ~GameObject();
virtual bool IsValid() const;
bool HasAnimation(const char *Anim_);
void SetAnimation(const char *Anim_);
bool IsCurrentAnimation(const char *Anim_);
bool IsAnimationFinished() const;
bool AssignCommand(const char *Command_);
void RemoveCommand(const char *Command_);
void EnableCommand(const char *Command_, bool Enabled_);
void DisableAllCommands();
bool IsCommandEnabled(const char *Command_);
bool HasCommand(const char *Command_);
void SetCommandable(bool Commandable_);
void EnableOnContactCallback(bool enable_);
GameObjectType GetObjectType() const;
GameObjectList GetCarriedObjects();
virtual void UpdatePlacement(void);
virtual void SetPlacementNone(void);
virtual void SetPlacement(FloorPlacement placement_);
virtual void ComputePlacement(float &x_, float &y_, float &z_);
virtual void SetPosition(const Vector &v_);
virtual void SetPosition(const GameObject* obj_);
virtual void SetRotation(const GameObject* obj_);
virtual void SetRotation(float r00, float r01, float r02,
float r10, float r11, float r12,
float r20, float r21, float r22);
virtual void SetRotationPutInXY(float r00, float r01, float r02,
float r10, float r11, float r12,
float r20, float r21, float r22);
virtual void GetRotation(float &r00, float &r01, float &r02,
float &r10, float &r11, float &r12,
float &r20, float &r21, float &r22);
virtual Vector GetPosition() const;
virtual Vector GetLookatDir();
virtual void GetLookatDir(float &x_, float &y_, float &z_);
virtual void SetLookatDir(float x_, float y_, float z_);
virtual void SetLookatDir(Vector &dir_);
virtual void GetModelPosition(float &x_, float &y_, float &z_);
virtual float GetPositionOffset();
const char *GetPrototypeName();
const char *GetPrototypeFileName();
const char *GetModelFileName();
bool IsInsideMap();
void GetOrientedBBoxPoint( unsigned int corner_, float &x_, float &y_, float &z_);
void DrawOrientedBBox(unsigned char red_=255, unsigned char green_=255, unsigned char blue_=255);
bool IsJumppad() const;
bool IsRoadblock() const;
bool IsHydrant() const;
bool IsHydrantInUse() const;
bool IsInsideWater() const;
bool IsIdle() const;
bool CanStopAction() const;
bool IsWaiting() const;
bool HasFireChilds() const;
bool IsSelected() const;
bool IsShooted() const;
bool IsEquipped() const;
bool IsCarryingAnything() const;
bool IsCarryingObjects() const;
bool IsAiming() const;
bool IsPulling() const;
bool IsCarried() const;
bool IsMoving() const;
bool IsCommandInRange(float maxDist_) const;
int GetFirehoseID() const;
GameObject GetHydrant();
void SetInsideWater(bool inWater_);
void GetFirehoseWaypoints(int which_, Vector &v1_, Vector &v2_);
int GetNumFirehoseWaypoints(float x_, float y_);
void Select();
void Deselect();
void SetSelectable(bool selectable_);
void SetEquipment(EquipmentType Equip_);
EquipmentType GetEquipment(void) const;
void RemoveEquipment();
int GetFlags(void) const;
void SetFlags(int flags_);
void ClearFlags(void);
const ObjectBurnStatus GetBurningStatus()const;
void Burn();
void StopBurning();
bool IsBurning();
bool IsCompletelyBurning();
bool IsBurningInside();
bool IsBurningOutside();
void SetFireObjectBurning(const char* name_);
bool IsFireObjectBurning(const char* name_);
FireObject GetFireChild(const char* name_);
FireObject GetFireChild(int index_);
int GetNumFireChilds();
bool IsFlagSet(int flag_) const;
void SetFlag(int flag_);
void ClearFlag(int flag_);
void ToggleFlag(int flag_);
void StartParticleEffect();
void StopParticleEffect();
void SetParticleEffectStrength(const float strength_);
void SetParticleEffectDirection(const float x,const float y,const float z);
void SetParticleEffectSpeed(const float constant);
void SetParticleEffectSize(const float size);
bool HasParticleEffectEnded();
void StopAnimation();
void Explode();
void Explode(float force); // Diese Funktion ist veraltet. Bitte nicht mehr verwenden.
void ApplyForce(int bodyNum_, const Vector &Pos_, const Vector &Force_);
void AddExplosionForceField(const char* material_);
void SetObjectPath(const char* pathname, float speed = 0.0f, bool forward = true);
void SetObjectPath(Path *path_, float speed = 0.0f, bool forward = true);
void RemoveObjectPath();
bool HasObjectPath(const char* pathname); // if no name is given check if ANY objectpath is set
bool IsForwardOnPath() const;
Path GetObjectPath() const;
bool IsPathPaused() const;
void SetPausePath(bool enable_);
void SetCurrentPathSpeed(float speed, float acceleration = 0.0f);
float GetCurrentPathSpeed() const;
bool HasArrived(const char* pathname,const float accuracy = 100.f);
bool GetDestination(float &x, float &y, float &z) const;
void DisablePhysics();
void EnablePhysics();
bool EnablePhysicsSimulation(bool keepSpeed_ = false, bool freeze_ = false, bool clearActions_=true);
void SetPhysicsVelocity(float speedX_, float speedY_, float speedZ_);
bool GetPhysicsLinearVelocity(int bodyNum, Vector &linVel_);
bool GetPhysicsAngularVelocity(int bodyNum, Vector &angVel_);
float GetPhysicsMass();
void SetPhysicsFriction(float friction_);
bool DisablePhysicsSimulation(bool forceUseOfPhysicsGeometry_ = false);
bool IsPhysicsFreezed() const; // tests if physic object has ceased any movement
bool IsPhysicsSimulationEnabled();
void SetFloatage(float densityFactor_);
bool IsPhysicsObjectFloating();
bool ReplacePhysicsObject(const GameObject* obj_);
bool SetCollisionResponseByForces(float force_ = 5.0f);
void DisableCollisionResponse();
void SetPhysicsStatic(bool enable_);
bool ActivateOBBCollision();
bool GetOBBCollision();
bool StartPhysicsEvent(int steps_);
void SetCollisionMode(PhysicCollisionMode mode_);
bool FreezePhysics() const;
bool UnfreezePhysics() const;
bool HasHadContact() const;
bool GetPhysicsPosition(Vector &Pos_) const;
bool SetPhysicsPosition(const Vector &Pos_);
bool HasPhysicsCollision();
Vector RelativeToWorldPosition(const Vector &Rel_) const;
void SetAnimationTime(float time_, bool halt_ = true);
GameObjectList GetObjectsInRange(float radius_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
// sucht das nächstgelegene Objekt in Reichweite
GameObject GetClosestObjectInRange(float radius_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
// sucht das nächstgelegene Objekt in Reichweite, welches mindestens minDist_ entfernt ist
GameObject GetClosestObjectInRange(float radius_, float minDist_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
bool IsBridge(void) const;
bool IsCollidingWithTrigger(const char *triggerName);
bool IsCollidingWithTrigger(GameObject *trigger_);
bool IsCollidingWithVirtualObject(const char *voName_);
bool ActivateTrigger();
bool DeactivateTrigger();
float Distance(GameObject* obj2);
float Distance(GameObject& obj2);
float DistanceXY(GameObject* obj2);
float DistanceXY(GameObject& obj2);
float Distance(float x_, float y_, float z_);
void Show();
void Hide();
bool IsHidden() const;
void SetTraceAccuracy_NoCollision();
void SetTraceAccuracy_AABox();
void SetTraceAccuracy_OBox();
void SetTraceAccuracy_Polygons();
void SetChildTraceAccuracy_NoCollision(const char* name_);
void SetChildTraceAccuracy_AABox(const char* name_);
void SetChildTraceAccuracy_OBox(const char* name_);
void SetChildTraceAccuracy_Polygons(const char* name_);
bool HasChild(const char* name_) const;
Vector GetChildPosition(int childID_) const;
void SetChildEnabled(const char* name_, bool enabled_);
bool IsChildEnabled(const char* name_);
bool IsChildEnabled(int ChildID_);
const char *GetChildName(int ChildID_);
bool IsCurrentAction(const char *Action) const;
bool HasAnyAction() const;
int GetNumActions() const;
bool CheckCollision(const Vector &Pos_) const;
bool OccludesSightLine(GameObject &Obj_);
void EnableBlueLights(bool enable_);
bool IsBlueLightEnabled() const;
void EnableHeadLights(bool enable_);
void EnableBreakLights(bool enable_); // aus Kombatibilitätsgründen noch da
void EnableBrakeLights(bool enable_);
bool IsBrakeLightEnabled() const;
void EnableSpecialLights(bool enable_);
bool IsSpecialLightEnabled() const;
void EnableTrafficLight(TrafficLightType type_);
void EnableBlinker(BlinkerLightType type_);
BlinkerLightType GetBlinkerStatus() const;
void SetLightEnabled(int id_, bool enable_);
void SetHighlighted(bool enable_);
float GetSpeedFactor(const Vector &Pos_) const;
float GetTerrainSpeed(GameObject * object_);
bool IsBarricade();
void RemoveRouterObject();
bool IsTriggering(const char *Trigger_);
bool IsPontonBridge();
bool IsBridgeInstalled();
bool IsBridgeInUse();
int GetBridgeInstallPoint();
int GetNumActiveFireChilds() const;
bool IsWaitingPointCreationEnabled() const;
void EnableWaitingPointCreation(bool enable_);
bool HasWaitingPoint() const;
bool AddWaitingPoint();
bool AddWaitingPoint(float gazerRadius_, float catchmentRadius_);
bool RemoveWaitingPoint();
int GetParentHouseID() const;
bool IsWaterCannonActive(); // nur für wasserwerfer
void CheckContamination(int contamType_, float radius_);
void DumpObjectPositionAndRotation(const char* varName);
int GetContainerObjectID() const;
void SetLinkedPersonID(int id_);
void SetSpeed(float Spd_);
float GetSpeed();
void SetPlayerMP(int playerID_);
int GetPlayerMP() const;
bool HasBlockedPerson();
bool IsInSight();
// persons within this area will be contaminated
void SetContaminationArea( ContaminationType contaminationType_, float range_ );
void RemoveContaminationArea();
void ClearActions();
void PushActionNOP(ActionInsertMode Mode_);
void PushActionMove(ActionInsertMode Mode_, const Vector &Pos_, bool direct_ = false);
void PushActionMove(ActionInsertMode Mode_, Actor* Target_, TargetPoint Pnt_, bool direct_ = false);
void PushActionMove(ActionInsertMode Mode_, int TargetID_, TargetPoint Pnt_, bool direct_ = false);
void PushActionMoveFollow(ActionInsertMode Mode_, Actor* Target_, float NearDist_, float HaltDist_);
void PushActionSwitchAnim(ActionInsertMode Mode_, const char *Anim_);
void PushActionShowHide(ActionInsertMode Mode_, bool Hide_);
void PushActionEnterCar(ActionInsertMode Mode_, Actor* Target_);
void PushActionLeaveCar(ActionInsertMode Mode_, Actor* Target_);
void PushActionPickUp(ActionInsertMode Mode_, Actor* Target_);
void PushActionPush(ActionInsertMode Mode_, Actor* Target_, float Power_=200.f);
void PushActionDrop(ActionInsertMode Mode_);
void PushActionGetEquipment(ActionInsertMode Mode_, Actor* Target_, EquipmentType equipment_);
void PushActionRemoveEquipment(ActionInsertMode Mode_);
void PushActionExtinguish(ActionInsertMode Mode_, Actor* Target_, float Energy_);
void PushActionTag(ActionInsertMode Mode_, const char *Tag_);
void PushActionLoadUp(ActionInsertMode Mode_, Actor* Target_);
void PushActionUnload(ActionInsertMode Mode_, int unloadPointID_ = -1);
void PushActionMoveBucket(ActionInsertMode Mode_, Actor* Target_, bool up_);
void PushActionPlanate(ActionInsertMode Mode_, Actor* Target_);
void PushActionReturnToBase(ActionInsertMode Mode_);
void PushActionHeal(ActionInsertMode Mode_, Actor* Target_, bool JustStabilize_=false);
void PushActionArrest(ActionInsertMode Mode_, Actor* Target_, bool Fight_=false);
void PushActionRelease(ActionInsertMode Mode_);
void PushActionAskPerson(ActionInsertMode Mode_, Actor* Target_);
void PushActionUseEquipment(ActionInsertMode mode_, Actor* Target_, int childID_, float time_);
void PushActionUseEquipment(ActionInsertMode mode_, const Vector &Target_, float time_);
void PushActionWait(ActionInsertMode mode_, float time_);
void PushActionTurnTo(ActionInsertMode mode_, Actor *Target_, float Duration_=0.f);
void PushActionTurnTo(ActionInsertMode mode_, const Vector &Pos_, float Duration_=0.f);
void PushActionLift(ActionInsertMode Mode_, Actor* Target_);
void PushActionUnloadPerson(ActionInsertMode Mode_);
void PushActionAim(ActionInsertMode Mode_, Actor* Target_, float range_);
void PushActionPrepareAim(ActionInsertMode Mode_);
void PushActionAimEnd(ActionInsertMode Mode_);
void PushActionThrow(ActionInsertMode Mode_, const Vector &Pos_);
void PushActionEquipWeapon(ActionInsertMode Mode_, bool equip_);
void PushActionShoot(ActionInsertMode Mode_, Actor *Target_);
void PushActionRedirect(ActionInsertMode Mode_);
void PushActionRedirectCar(ActionInsertMode Mode_, bool doNotChangePathDirection_=false, bool skipCheckOnFirst_ = false);
void PushActionNegotiate(ActionInsertMode Mode_, Actor *Target_);
void PushActionUsePath(ActionInsertMode Mode_, const char *Path_, float Speed_);
void PushActionUsePath(ActionInsertMode Mode_, Path *Path_, bool Forward_, float Speed_, bool forceUseRF_ = false);
void PushActionFlyTo(ActionInsertMode Mode_, const Vector &Pos_, bool landing_, float landingDirection_);
void PushActionFlyTo(ActionInsertMode Mode_, Path *path_, int startNode_ = -1, int endNode_ = -1);
void PushActionRepair(ActionInsertMode Mode_, Actor *Target_);
void PushActionAirExtinguish(ActionInsertMode Mode_, const Vector &Pos_);
void PushActionInstall(ActionInsertMode Mode_, Actor *Target_);
void PushActionInstall(ActionInsertMode Mode_, int ID_);
void PushActionDeinstall(ActionInsertMode Mode_);
void PushActionDeleteOwner(ActionInsertMode Mode_);
void PushActionEmitParticles(ActionInsertMode Mode_, const char * name_, float time_);
void PushActionMoveWithHose(ActionInsertMode Mode_, const Vector &Pos_);
void PushActionMoveWithDog(ActionInsertMode Mode_, const Vector &Pos_);
void PushActionPull(ActionInsertMode Mode_,Actor *Target_);
void PushActionStopPulling(ActionInsertMode Mode_);
void PushActionPutInCar(ActionInsertMode Mode_, Actor *Target_);
void PushActionOpenDoor(ActionInsertMode Mode_, Actor *Target_, int childID_);
void PushActionEnterBasket(ActionInsertMode Mode_, Actor *Target_);
void PushActionBasketDown(ActionInsertMode Mode_, const Vector &Pos_);
void PushActionEnterHouse(ActionInsertMode Mode_, Actor *Target_);
void PushActionEnterHouse(ActionInsertMode Mode_, int TargetID_);
void PushActionLeaveHouse(ActionInsertMode Mode_, Actor *Target_);
void PushActionBasketUp(ActionInsertMode Mode_);
void PushActionUseCannon(ActionInsertMode Mode_);
void PushActionStopUseCannon(ActionInsertMode Mode_);
void PushActionCannonExtinguish(ActionInsertMode Mode_, Actor *Target_, float Energy_, bool Cool_ = false);
void PushActionTurnBase(ActionInsertMode Mode_, Actor *Target_);
void PushActionEvacuate(ActionInsertMode Mode_, Actor *Target_);
void PushActionHalt(ActionInsertMode Mode_, float radius, HaltType type);
void PushActionEnableEffect(ActionInsertMode Mode_, bool enable_);
void PushActionDive(ActionInsertMode Mode_,float duration);
void PushActionInterruptAnim(ActionInsertMode Mode_, const char *Anim_);
void PushActionInterruptAnim(ActionInsertMode Mode_, const char *Anim_, float Time_, bool ReturnToIdle_ = false);
void PushActionLiftWithRope(ActionInsertMode Mode_, Actor *Target_);
void PushActionLetDownOnRope(ActionInsertMode Mode_, const Vector &Pos_);
void PushActionCool(ActionInsertMode Mode_, Actor *Target_);
void PushActionLiftWithCrane(ActionInsertMode Mode_, Actor *Target_);
void PushActionDropWithCrane(ActionInsertMode Mode_, const Vector &Pos_);
void PushActionUse(ActionInsertMode Mode_, Actor *Target_);
void PushActionRotateTarget(ActionInsertMode Mode_, Actor *Target_, float pitch_, float yaw_, float roll_, float timeInSec_ );
void PushActionHeliFollow(ActionInsertMode Mode_, Actor *Target_);
void PushActionDogSearch(ActionInsertMode Mode_);
void PushActionThrowStone(ActionInsertMode Mode_, const Vector &Pos_, float lifeDuration_);
void PushActionCallDog(ActionInsertMode Mode_, Actor* Target_);
void PushActionDogDig(ActionInsertMode Mode_, float time_);
void PushActionFistFight(ActionInsertMode Mode_, Actor* Target_, bool StreetFight_ = false);
void PushActionJumpOnPad(ActionInsertMode Mode_, Actor* Target_);
void PushActionEmptyBoat(ActionInsertMode Mode_);
void PushActionCrossBridge(ActionInsertMode Mode_, int BridgeID_);
void PushActionExamineVehicle(ActionInsertMode Mode_, Actor* Target_);
void PushActionJump(ActionInsertMode Mode_, const Vector &Pos_, bool useFindFreePos_=false);
void PushActionWaterOn(ActionInsertMode Mode_);
void PushActionWaterOff(ActionInsertMode Mode_);
void PushActionWolfpackWait(ActionInsertMode Mode_, Actor* VObject_, int TargetNumber_);
void PushActionDisappear(ActionInsertMode Mode_, float DisappearTime_, float WaitTime_ = 0.f, bool fadeOut_ = false);
void PushActionPutInBase(ActionInsertMode Mode_);
void PushActionLightOn(ActionInsertMode Mode_, bool on_);
void PushActionExecuteCommand(ActionInsertMode Mode_, const char* Command_, Actor* Target_=NULL, int ChildID_=0, bool CheckTarget_=true);
void PushActionExecuteCommand(ActionInsertMode Mode_, const char* Command_, Vector &Pos_);
void PushActionScoutHouse(ActionInsertMode Mode_, Actor* Target_);
void PushActionScoutArea(ActionInsertMode Mode_);
void PushActionEvacuatePerson(ActionInsertMode Mode_, Actor *Target_);
void PushActionLetDownEngineer(ActionInsertMode Mode_);
void PushActionUnfastenPerson(ActionInsertMode Mode_);
void PushActionUnloadTransEvac(ActionInsertMode Mode_);
void PushActionSendPeople(ActionInsertMode Mode_, float Radius_, const Vector& TargetPos_);
void PushActionEquipmentToObject(ActionInsertMode Mode_, GameObject *equipment_);
void PushActionContaminationByObject(ActionInsertMode Mode_, GameObject *parent_, ContaminationType contaminationType_, float range_);
void PushActionLiftDown(ActionInsertMode Mode_, float targetHeight_, float speed_, bool downward_ = true);
void PushActionAppear(ActionInsertMode Mode_, float speed_);
void PushActionThrowMolotov(ActionInsertMode Mode_, const Vector& TargetPos_, float Power_, float Radius_ = 250.f);
void PushActionLinkPerson(ActionInsertMode Mode_, Person *Person_);
void PushActionCheckFreeConnector(ActionInsertMode Mode_, Actor *Target_);
void PushActionMoveToPoint(ActionInsertMode Mode_, GameObject *Target_, float Speed_, float Time_ = 0.0f);
void ChangePrototype(const char *Proto_);
void ChangeModel(const char *Model_);
bool IsCommandable() const;
void PauseParticleEffect();
void ResumeParticleEffect();
void PauseParticleEffectChild(const char *name_);
GameObjectList GetObjectsWithNameInRange(float radius_, const char* name_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
Vector GetChildPosition(const char* name_) const;
void SetEffect(const char* effect_, const char* params_);
void PushActionShoot(ActionInsertMode Mode_, int TargetID_);
void PushActionUsePath(ActionInsertMode Mode_, const char *Path_, float Speed_ = 0.f, bool forward_ = true);
void PushActionUsePath(ActionInsertMode Mode_, Path *Path_, bool Forward_, float Speed_ = 0.f, bool forceUseRF_ = false);
void PushActionScoutArea(ActionInsertMode Mode_);
void PushActionCheckVictim(ActionInsertMode Mode_, Person *Person_, float WaitTime_);
void AttachSound(int soundRef_);
void UnattachSound(int soundRef_);
};
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