Code
class OpenHouse : public GameObject
{
OpenHouse();
OpenHouse(const OpenHouse& Obj_);
OpenHouse(const Actor* Act_);
OpenHouse(const GameObject* Obj_);
~OpenHouse();
virtual bool IsValid() const;
bool IsLocked(void) const;
bool IsOpen(void) const;
bool IsDoorLocked(int childID_) const;
void OpenDoor(int childID_);
void CloseDoor(int childID_);
bool IsCeilingOpen()const;
void ShowCeiling(bool show_, bool openEntrance_ = true, bool immediatelyClose_ = true) const;
void Close();
int GetEntranceDoorID(void) const;
Vector GetDoorPosition(int childID_, bool front_) const;
Vector GetEntrancePosition(bool front_, float offset = 0.f) const;
void GetDoorPosition(int childID_, bool front_, float &x_, float &y_, float &z_) const;
void GetEntrancePosition(bool front_, float &x_, float &y_, float &z_) const;
bool IsDoor(int childID_) const;
bool IsEntranceDoor(int childID_) const;
void SetDoorCollision(int childID_, bool enable_);
bool HasGroundEntrance(void) const;
int NumSquadPersonsInside() const;
int NumNonSquadPersonsInside() const;
PersonList GetSquadPersonsInside();
PersonList GetNonSquadPersonsInside();
bool HasJumppadTarget() const;
Vector GetJumppadTarget() const;
void GetJumppadTarget(float &x_, float &y_, float &z_) const;
bool HasJumppad() const; // in any state
bool IsJumppadInstalling() const;
bool IsJumppadInstalled() const;
bool IsJumppadDeinstalling() const;
int GetJumppadID() const;
bool GetInhouseFires(FireObjectList &list_);
void SetCeilingCollision(bool enable_);
int GetChildID(int groupID_) const;
void UpdateOpenCloseState();
};
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