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  1. Emergency Hub
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Person

  • Antiphon
  • 12. November 2023 um 15:50
  • 2.670 mal gelesen
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 PersonState
    {
    	PERSONSTATE_NORMAL,
    	PERSONSTATE_INJURED,
    	PERSONSTATE_COMATOSE,
    	PERSONSTATE_DEAD
    };
    Code
    enum InjuryReason
    {
    	INJUREREASON_UNKNOWN,
    	INJUREREASON_FIRE,
    	INJUREREASON_SHOT,
    	INJUREREASON_ENERGY,
    	INJUREREASON_DROWN,
    	INJUREREASON_CONTAM_ATOM,	// unbedingt gleiche Reihenfolge wie ContaminationType
    	INJUREREASON_CONTAM_CHEM,
    	INJUREREASON_CONTAM_BIO
    };
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    Code
    enum PersonRole
    {
    	ROLE_UNKNOWN,
    	ROLE_CIVILIAN,
    	ROLE_SQUAD,
    	ROLE_GANGSTER,
    	ROLE_DROWNING,
    	ROLE_ANIMAL
    };
    Code
    enum PersonGender
    {
    	GENDER_MALE,
    	GENDER_FEMALE,
    	GENDER_CHILD,
    	GENDER_ANIMAL
    };
    Code
    enum PersonBehaviour
    {
    	BEHAVIOUR_UNKNOWN				= 0,
    	BEHAVIOUR_CIVILIAN_NORMAL		= 0,
    	BEHAVIOUR_CIVILIAN_GAZER		= 1,
    	BEHAVIOUR_CIVILIAN_HOSTAGE		= 2,
    	BEHAVIOUR_CIVILIAN_TAXIUSER		= 3,
    	BEHAVIOUR_CIVILIAN_BUSUSER		= 4,
    	BEHAVIOUR_CIVILIAN_DRIVER		= 5,
    	BEHAVIOUR_CIVILIAN_PANIC		= 6,
    	BEHAVIOUR_SQUAD_UNKNOWN			= 0,
    	BEHAVIOUR_SQUAD_FIREFIGHTER		= 1,
    	BEHAVIOUR_SQUAD_POLICE			= 2,
    	BEHAVIOUR_SQUAD_RESCUE			= 3,
    	BEHAVIOUR_SQUAD_THW				= 4,
    	BEHAVIOUR_GANGSTER_ATTACKALL	= 0,
    	BEHAVIOUR_GANGSTER_ATTACKSQUAD	= 1,
    	BEHAVIOUR_GANGSTER_GUARDHOSTAGE	= 2,
    	BEHAVIOUR_GANGSTER_GUARDPASSAGE = 3,
    	BEHAVIOUR_GANGSTER_CIVILARMED	= 4,
    	BEHAVIOUR_GANGSTER_CIVILUNARMED = 5,
    	BEHAVIOUR_GANGSTER_THROWSTONES  = 6,
    	BEHAVIOUR_GANGSTER_FISTFIGHT	= 7,
    	BEHAVIOUR_GANGSTER_ATTACKSQUAD_SMART = 8,
    	BEHAVIOUR_GANGSTER_THROWMOLOTOV	= 9,
    	BEHAVIOUR_ANIMAL_NORMAL			= 0,
    	BEHAVIOUR_ANIMAL_CAT			= 1,
    	BEHAVIOUR_ANIMAL_SHEEP			= 2,
    	BEHAVIOUR_ANIMAL_COW			= 3,
    	BEHAVIOUR_ANIMAL_WOLF			= 4,
    	BEHAVIOUR_ANIMAL_HORSE			= 5,
    	BEHAVIOUR_ANIMAL_DEER			= 6,
    	BEHAVIOUR_ANIMAL_CROW			= 7,
    	BEHAVIOUR_ANIMAL_DOVE			= 8,
    	BEHAVIOUR_ANIMAL_SEAGULL		= 9,
    	BEHAVIOUR_ANIMAL_ATTACKINGWOLF	= 10,
    	BEHAVIOUR_ANIMAL_PIGEON			= 11,
    	BEHAVIOUR_ANIMAL_POLARBEAR		= 12
    };
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    Code
    enum PersonType
    {
    	PT_NOSQUAD,
    	PT_UNKNOWN,
    	PT_ENGINEER,
    	PT_FIREFIGHTER_NORMAL,
    	PT_FIREFIGHTER_MASK,
    	PT_FIREFIGHTER_ABC,
    	PT_DIVER,
    	PT_SHOOTER,
    	PT_SHARPSHOOTER,
    	PT_PSYCHOLOGIST,
    	PT_SCOUT,
    	PT_POLICEMEN,
    	PT_DOCTOR,
    	PT_PARAMEDIC,
    	PT_LEADERRESCUEDOG
    };
    Alles anzeigen
    Code
    class Person : public GameObject
    {
    		Person();
    		Person(const Person& Obj_);
    		Person(const Actor* Act_);
    		Person(const GameObject* Obj_);
    		~Person();
    		virtual bool IsValid() const;
    		
    		void ReceiveEnergy(EnergyType Type_, float Amount_, Actor *Originator = NULL);
    		void Hurt(InjuryReason Reason_, float amount);
    		bool Heal(float Amount_);
    		void Injure(InjuryReason Reason_, bool becomeUnconscious_ = true);
    		void Kill(InjuryReason Reason_ = INJUREREASON_UNKNOWN);
    		void Contaminate(ContaminationType Type_);
    		void Decontaminate(ContaminationType Type_);
    		void ExposeContamination(ContaminationType Type_);
    
    		bool IsInjured() const;
    		bool IsComatose() const;
    		bool IsDead() const;
    		bool IsWoundedSquad() const;
    		bool IsContaminated() const;
    		bool IsArrested() const;
    		bool IsCarryingPerson() const;
    		bool IsCarryingContaminatedPerson() const;
    		bool IsLinkedWithPerson() const;
    		bool IsLinkedWithContaminatedPerson() const;
    		bool IsCarried() const;
    		bool IsDrowning() const;
    		bool IsGazing() const;
    		bool IsFleeing() const;
    		bool IsHealing() const;
    		bool IsClassified() const;
    		bool IsInHouseWithGroundEntrance() const;
    		bool IsBeingHealed() const;
    
    		void SetIdleAnimation();
    		void SetInjuredAnimation();
    		void SetClassified(bool Classified_);
    
    		float GetLife() const;
    		float GetHealth() const;
    		void SetHealth(float Health_);
    		void SetMaxHealth(float maxHealth_);
    		float GetMaxHealth() const;
    		void SetLife(float Life_);
    		void SetMaxLife(float maxLife_);
    		float GetMaxLife();
    		void SetInjuredLifeDrain(float drain_);
    		float GetInjuredLifeDrain();
    		void SetMedicalLifeGain(float gain_);
    		float GetMedicalLifeGain();
    
    		bool IsContaminated(ContaminationType Type_) const;
    		
    		bool CanDive()const;
    		PersonState GetState() const;
    
    		InjuryReason GetInjuryReason() const;
    		float GetResistance(InjuryReason type_) const;
    		bool SetResistance(InjuryReason type_, float amount_);
    
    		int GetArrestedID();
    		Person GetArrested()const;
    		Person GetCarried()const;
    		void Arrested(bool arrested_, GameObject *capturer_ = NULL);
    		
    		PersonRole GetRole() const;
    		void SetRole(PersonRole Role_);
    		bool SetBehaviour(PersonBehaviour Behaviour_);
    		PersonBehaviour GetBehaviour() const;
    		bool IsDoctor() const;
    		bool IsParamedicTeam() const;
    		bool IsPsychologist() const;
    		bool IsHostage() const;
    		bool IsRescueDog() const;
    		bool IsRescueDogLeader() const;
    		bool IsShooter() const;
    		bool IsEngineer() const;
    		bool IsFireFighterABC() const;
    		bool IsPolarBear() const;
    		void SetFoundByDog(bool Found_);
    		void SetShootAtPsychologist(bool shoot_);
    		void SetShootPower(float power_);
    		void SetShootFrequency(float freq_);
    		void SetShootRange(float range_);
    		void SetPrimaryTarget(GameObject *target_);
    		void SetBloodPuddle(bool bleeding_);
    		bool SetObjectToEquipmentLocation(GameObject &object_, bool personLocation_ = true);
    
    		int GetAimTargetID() const;
    		int GetEnteredHouseID() const;
    		bool SetEnteredHouseID(int houseID_);
    		int GetEnteredCarID() const;
    		int GetEnteredCarTargetID() const;
    
    		bool GetNeverResort() const;
    		void SetNeverResort(bool neverdo_);
    		void SetFleeing(bool flee_, bool clearActions_=true);
    		bool IsResorting() const;
    		void PushIgnoreEnergy();
    		void PopIgnoreEnergy();
    		void ClearReceivedEnergies();
    
    		void PlaceObjectInRightHand(const char* modelPath_);
    		void RemoveObjectInRightHand();
    		void StopMovement();
    
    		void SetDefaultMessageGroup();
    		void SetMessageGroup(const char* MsgGroup_);
    		const char *GetMessageGroup() const;
    		bool HasMsgGroup() const;
    		bool CanBeAsked() const;
    
    		bool GetThrowPosition(Vector &Pos_) const;
    		
    		bool GetThrowPosition(float &x_, float &y_, float &z_);
    		
    		bool CheckDLKExtinguishDistance(const Actor *target_);
    		bool CanEnterHouseFromDLK(const OpenHouse *target_);
    		bool CanUseDLKCannon();
    		bool CanStopUseDLKCannon();
    		bool CanLeaveDLK();
    		bool IsInDLKBasket();
    		void SetEscapePath(const char* pathname_);
    		void SetStandardPath(const char* pathname_);
    
    		bool CanEnterDekonP();
    		Vector GetEnteredHouseEntrancePosition(bool front_) const;
    		
    		void GetEnteredHouseEntrancePosition(bool front_, float &x_, float &y_, float &z_) const;
    
    		bool IsSquadInRange(float radius) const;
    		bool IsPoliceSquadInRange(float radius) const;
    		bool IsSquadCarInRange(float radius) const;
    		void OnAskPerson(Person *questioner_);
    
    		void SetStoneThrowLifeDuration(float seconds_);
    		void Revive();
    		void SetCivilsFleeRange(float range_);
    		void SetCivilsFleeing(bool flee_); // sollen Zivilisten vor dem Gangster fliehen
    
    		PersonType GetPersonType() const;
    		void EnableAutoTarget(bool enable_);
    		bool IsAutoTargetEnabled() const;
    		void SetAutoHealDistance(float distance_);
    		PersonGender GetGender() const;
    		
    		bool IsInSight(int TargetID_) const;
    		void Carried(bool carried_, bool hide_, GameObject *carrier_ = NULL);
    		void SetSpreadAngle(float angle_);
    		void SetSightAngle(float angle_);
    		bool IsCarWithPrefixInRange(float radius, const char* prefix, int &id);
    		bool GetDisableGangsterSymbol();
    		void SetDisableGangsterSymbol(bool disable_);
    		void SetDogPerceptionRange(float range_);
    		float GetDogPerceptionRange();
    		void SetUpgradeLevel(int level_);
    		int GetUpgradeLevel() const;
    		bool IsVictim() const;	
     };
    Alles anzeigen
    • Emergency4
  • Vorheriger Eintrag Path
  • Nächster Eintrag ScriptSerializer
  • PDF

Kategorien

  1. EMERGENCY 5 / 2016 / 2017 / 20 11
    1. Allgemeines 6
    2. Assets 1
    3. Mapping 1
    4. Prefabs 3
    5. Scripting 0
  2. EMERGENCY 4 47
    1. Allgemeines 10
    2. Assets 6
    3. Mapping 4
    4. Prototypes 1
    5. Scripting 0
    6. SDK 26
  3. EMERGENCY 8
    1. Hilfestellungen 7
    2. Problemlösungen 1
  4. Emergency Hub 0
    1. Features 3
      1. Modding Teams 3

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