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Vehicle

  • Antiphon
  • 12. November 2023 um 15:55
  • 1.831 mal gelesen
  • Code
    enum VehicleType
    {
    	VT_NOSQUAD,				// kein Einsatzfahrzeug
    	VT_THW_FGRR_BKF,		// Bergekran
    	VT_THW_FGRB_BLF,		// Brückenleger
    	VT_THW_FGRI_EKW,		// Transportfzg. Ingenieur
    	VT_FIREFIGHTERS_ASF,	// Abschleppfzg.	TODO: ist jetzt THW
    	VT_FIREFIGHTERS_DEKONP,	// Dekontaminationsfzg.
    	VT_FIREFIGHTERS_DLK,	// Drehleiterfzg.
    	VT_FIREFIGHTERS_RW,		// Rüstwagen
    	VT_FIREFIGHTERS_TLF,	// Tanklöschfzg.
    	VT_FIREFIGHTERS_LF,		// Löschflugzeug
    	VT_FIREFIGHTERS_FLB,	// Feuerlöschboot
    	VT_FIREFIGHTERS_LPF,	// Löschpanzer
    	VT_FIREFIGHTERS_FMB,	// Feuerwehrmotorboot
    	VT_FIREFIGHTERS_TFMB,	// Transportfzg. für FMB
    	VT_POLICE_SW,			// Sonderwagen
    	VT_POLICE_MTW,			// Mannschaftstransportwagen
    	VT_POLICE_PHC,			// Polizeiheli
    	VT_POLICE_STW,			// Streifenwagen
    	VT_POLICE_WAW,			// Wasserwerfer
    	VT_POLICE_GETAWAY,		// Fluchtwagen im Besitz der Polizei
    	VT_AMBULANCE_ITW,		// Intensivtransportwagen
    	VT_AMBULANCE_NEF,		// Notarztfzg.
    	VT_AMBULANCE_RHC,		// Rettungsheli
    	VT_AMBULANCE_RHF,		// Rettungshundefzg.
    	VT_AMBULANCE_RTW,		// Rettungstransportwagen
    	VT_TAXI,
    	VT_BUS,
    	VT_DRIVERCAR,
    	VT_GANGSTER_GETAWAY,	// Fluchtwagen im Besitz von Gangster
    	VT_TV_HELI,
    	VT_THW_FGRR_RL = 100,	// bulldozer
    	VT_THW_FGRR_TRL = 101,	// Transportfzg. für RL
    	VT_THW_FGRT_BH = 102,
    	VT_FIREFIGHTERS_GTF = 200,
    	VT_POLICE_GTW = 300,
    	VT_AMBULANCE_TRANSEVAC = 400,
    	VT_ALL_SQUAD_VEHICLES = 500, // nur der Komplettheit halber ...
    
    
    	VT_NUMTYPES = VT_TV_HELI + 7
    };
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    Code
    enum DoorActionType
    {
    	DAT_NONE			= 0x00,
    	// vehicle doors
    	DAT_EQUIPMENT		= 0x01,
    	DAT_PERSON			= 0x02,
    	DAT_SPECIAL		= 0x03
    };
    Code
    class Vehicle : public GameObject
    {
    		Vehicle();
    		Vehicle(const Vehicle& Obj_);
    		Vehicle(const Actor* Act_);
    		Vehicle(const GameObject* Obj_);
    		~Vehicle();
    		virtual bool IsValid() const;
    
    		void SetEnergy(float energy_);
    		float GetEnergy() const;
    		float GetMaxEnergy() const;
    		bool IsDestroyed() const;
    		bool IsSmoking() const;
    
    		void Destroy();		//!< destroys the vehicle as in an explosion but without the force and particles.
    		void SetSmoking(bool smoking_); // it starts to smoke and looses energy and will explode or stops smoking
    		void SetSmokeLevelDuration(float smokeLevelDuration_);
    		float GetSmokeLevelDuration();
    
    		int GetNumPassengers() const;
    		PersonList GetPassengers() const;
    		bool AddPassenger(Person &Passenger_);
    		bool RemovePassenger(Person &Passenger_);
    		int GetFreePassengers() const;
    		void SetMaxPassengers(int max_, bool discard_ = false);
    
    		bool IsInstalled();
    		bool IsUplifted();
    		bool IsUplifting();
    		bool IsBasketEmpty();
    		bool IsCannonInUse();
    		bool IsFGRBEmpty();
    		bool IsBucketMoving();
    		bool IsBucketUp();
    		int GetInstallTargetID() const;
    		bool HasBoatUploaded();
    		bool HasVehicleUploaded();
    		bool IsParking() const;
    		bool IsDecontaminating() const;
    
    		void SetParking(bool parking_);
    
    		int GetNumTransported() const;
    		PersonList GetTransports() const;
    		bool AddTransport(Person &Transported_);
    		bool RemoveTransport(Person &Transported_);
    		int GetFreeTransports() const;
    		void SetMaxTransports(int max_, bool discard_ = false);
    		const VehicleType GetVehicleType()const;
    		void SetVehicleRole(VehicleType type_);		//!< Handle with care!
    		
    		bool CheckUnloadPossible(GameObject *obj_, const Vector &V_) const;
    		
    		bool CheckUnloadPossible(GameObject *obj_, float _x, float _y, float _z);
    		
    		bool HasEnclosedPerson() const;
    		bool SetEnclosedPerson(const char* name);
    		bool RemoveEnclosedPerson();
    
    		float GetValidLandingAngle(GameObject *target_, const Vector &Pos_) const;
    		
    		float IsValidLandingPosition(GameObject *target_, float x_, float y_, float z_) const;
    		
    		bool IsValidRopeDropPosition(GameObject *target_, const Vector &Pos_) const;
    
    		bool IsValidEngineerDropPosition(GameObject *target_, const Vector &Pos_) const;
    		
    		bool IsValidRopeDropPosition(GameObject *target_, float x_, float y_, float z_) const;
    		
    		bool FindReachablePosition(GameObject* obj_, Vector &Pos_) const;
    		
    		bool FindReachablePosition(GameObject* obj_, float &tx_, float &ty_, float &tz_); 
    		
    		bool CanBeDropped(const Vector &Pos_) const;
    		
    		bool CanBeDropped(float x_, float y_, float z_);
    
    		bool CanBeDropped(GameObject* obj_);
    		
    		bool CanBeTaken(GameObject* obj_);
    	
    		int FindLandingStage(bool tfmb_, Vector &Pos_, float distFactor) const;
    		
    		int FindLandingStage(bool tfmb_, float &x_,float &y_, float &z_, float distFactor);
    		
    		bool FindLandingStageFMB(Vector &Pos_, float distFactor) const;
    
    		bool FindLandingStageFMB(float &x_,float &y_, float &z_, float distFactor);
    
    		int IsInLandingStage(bool tfmb_, Vector &Pos_, float distFactor) const;
    
    		int IsInLandingStage(bool tfmb_, float &x_,float &y_, float &z_, float distFactor);
    
    		bool IsReady() const;	// only for fgrr
    		bool IsOnGround() const;
    		bool IsSearchlightOn() const;
    		bool IsLightOn() const;
    		bool HasTransportOnStretcher() const;
    		bool HasEngineerOnBoard() const;
    		GameObject GetFollowTarget() const;
    		
    		int GetBridgeInstallPoint(Vector &Pos_) const;
    
    		int GetBridgeInstallPoint(float &x_, float &y_, float &z_);
    
    		bool CheckExtinguishDistance(const GameObject &Object_);
    
    		const char *GetStandardPath();
    		void EnableAutoTarget(bool enable_);
    		void SetIgnoreUserData(int data_);
    
    		bool WasStoppedByRoadblock() const;
    		bool IsDriveByShooting() const;
    		bool AddRifleToGetawayCar();
    		void ShootOutOfGetawayCar(GameObject *target_, float damage_);
    		bool SetAutoShoot(bool enable_);
    		bool GetAutoShoot() const;
    
    		FireObject GetFireObject();
    
    		void PlayAnimOpenDoor(DoorActionType doorType_, float time_, GameObject *Caller_=NULL);
    		void PlayAnimCloseDoor(DoorActionType doorType_, float time_, GameObject *Caller_=NULL);
    
    		bool IsConnectorFree() const;
    		bool GetUsedConnectorPosition(GameObject *Caller_, Vector &Pos_);
    		bool IsUsingConnector(GameObject *Caller_);
    		bool CanUnloadTransEvac() const;
    		bool AddSquad(Person *person_);
    
    		bool IsFirefighter() const;
    		bool IsAmbulance() const;
    		bool IsThw() const;
    		bool IsPolice() const;
    		bool IsCivilCar() const;
    		void Damage(float amount_);
    
    		bool AddTrainWaggon(GameObject *waggon_);
    
    		int GetHeliSound();
    		void SetSirenFile(const char * sirenFile_);
    		
    		void SetMaxEnergy(float energy_);
    		void PlayAnimOpenDoor(const char *name_, float time_, GameObject *Caller_=NULL);
    		void PlayAnimCloseDoor(const char *name_, float time_, GameObject *Caller_=NULL);
    		int GetNumUsedConnectors() const;
    		bool RemoveTrainWaggon(GameObject *waggon_);
    		int GetNumTrainWaggons();
    		void SetWaterStreamStartWidth(float width_);
    		float GetWaterStreamStartWidth() const;
    		void SetWaterStreamEndWidth(float width_);
    		float GetWaterStreamEndWidth() const;	
    };
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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
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