1. News
  2. Community
    1. Dashboard
    2. Mitglieder
      1. Mitgliedersuche
      2. EM-Hub Team
    3. FAQ
  3. Filebase
  4. Lexikon
  5. Img-Upload
  • Anmelden oder registrieren
  • Suche
Alles
  • Alles
  • Artikel
  • Seiten
  • Forum
  • Dateien
  • Eintrag
  • FAQ
  • Galerie
  • Modding Team
  • Modding Teamseiten
  • Erweiterte Suche
  1. Emergency Hub
  2. Lexikon
  3. EMERGENCY 4
  4. SDK

Person

  • Antiphon
  • 12. November 2023 um 15:50
  • 1.822 mal gelesen
  • 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
    };
    Alles anzeigen
    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
    };
    Alles anzeigen
    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
    • Zitieren
  • 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 46
    1. Allgemeines 10
    2. Assets 6
    3. Mapping 3
    4. Prototypes 1
    5. Scripting 0
    6. SDK 26
  3. EMERGENCY 6
    1. Hilfestellungen 5
    2. Problemlösungen 1
  4. Emergency Hub 0
    1. Features 3
      1. Modding Teams 3

Informationen

  1. FAQ
  2. Datenschutzerklärung
  3. Impressum

Community

  1. Letzte Aktivitäten
  2. Mitgliedersuche
  3. Mitglieder
  4. Team

Über uns

Ein Communityprojekt von vielen bekannten Gesichtern aus der EMERGENCY-Szene, bestehend aus ehem. Mitgliedern des Forums, Moddern und Streamern.

Von der Community, für die Community!

Lexikon, entwickelt von www.viecode.com
Community-Software: WoltLab Suite™
Style by Foxly