Code
class ActorList
{
ActorList();
ActorList(const char *Name_);
ActorList(const ActorList &Copy_);
ActorList(ActorType type_);
~ActorList();
inline int GetNumActors() const { return mNumActors; }
Actor *GetActor(int Index_) const;
};
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Code
class GameObjectList
{
GameObjectList();
GameObjectList(const char *Name_);
GameObjectList(const GameObjectList &Copy_);
GameObjectList GetGameObjects();
GameObjectList GetGameObjects(GameObjectType type_);
GameObjectList GetGameObjects(const char *Name_);
GameObjectList GetGameObjectsWithPrefix(const char* Prefix_);
GameObjectList GetSelectedGameObjects();
~GameObjectList();
inline int GetNumObjects() const { return mNumObjects; }
GameObject *GetObject(int Index_) const;
int GetNumBurningObjects() const;
int GetNumObjectsWithStatus(int status_);
bool ContainsSquad() const;
bool ContainsNonSquad() const;
bool ContainsPoliceSquad() const;
};
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Code
class PersonList
{
PersonList();
PersonList(const char *Name_);
PersonList(PersonRole role_);
PersonList(const PersonList &Copy_);
~PersonList();
inline int GetNumPersons() const { return mNumObjects; }
Person *GetPerson(int Index_) const;
};
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Code
class VehicleList
{
VehicleList();
VehicleList(const char *Name_);
VehicleList(VehicleType min_, VehicleType max_); // only vehicles with types in given range (inclusive min and max)
VehicleList(const VehicleList &Copy_);
~VehicleList();
inline int GetNumVehicles() const { return mNumObjects; }
Vehicle *GetVehicle(int Index_) const;
};
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Code
class FireObjectList
{
FireObjectList();
FireObjectList(const char *Name_);
FireObjectList(const FireObjectList &Copy_);
~FireObjectList();
inline int GetNumFireObjects() const { return mNumObjects; }
FireObject *GetFireObject(int Index_) const;
};
Code
class OpenHouseList
{
OpenHouseList();
OpenHouseList(const char *Name_);
OpenHouseList(const OpenHouseList &Copy_);
~OpenHouseList();
inline int GetNumOpenHouses() const { return mNumObjects; }
OpenHouse *GetOpenHouse(int Index_) const;
};