Actor (EM4)

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  • Namensraum / Klasse "Actor"

    Aufzählung der ActorTypes

    Quellcode

    1. enum ActorType
    2. {
    3. ACTOR_UNKNOWN
    4. ACTOR_FLOOR
    5. ACTOR_OBJECT
    6. ACTOR_HOUSE
    7. ACTOR_VEHICLE
    8. ACTOR_PERSON
    9. ACTOR_LIQUID
    10. ACTOR_VIRTUAL
    11. ACTOR_FIREOBJECT
    12. ACTOR_PATH
    13. ACTOR_FORCEFIELD
    14. ACTOR_FORCEVOLUME
    15. ACTOR_TRIGGER
    16. ACTOR_STREET
    17. ACTOR_OPEN_HOUSE
    18. ACTOR_SPAWNPOINT
    19. ACTOR_DETAILPOLYGON
    20. ACTOR_WAITINGPOINT
    21. ACTOR_AMBIENTPOLYGON
    22. ACTOR_BRIDGEINSTALLPOINT
    23. ACTOR_STOPPINGPOINT
    24. };
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    Aufzählung der TargetPoints

    Quellcode

    1. enum TargetPoint
    2. {
    3. TARGET_ANY,
    4. TARGET_EQUIPMENTDOOR,
    5. TARGET_SHEARSDOOR,
    6. TARGET_PASSENGERDOOR,
    7. TARGET_REARDOOR,
    8. TARGET_FIREHOSE_HOOKUP,
    9. TARGET_ENGINE,
    10. TARGET_EXTINGUISH,
    11. TARGET_ENGINE_EXTINGUISH,
    12. TARGET_AXE,
    13. TARGET_CHAINSAW,
    14. TARGET_ENTRANCEDOOR,
    15. TARGET_MEGAPHONE_DISTANCE,
    16. TARGET_DLK_BASKET,
    17. TARGET_LOADUP,
    18. TARGET_ENTRY_WINDOW_PARKING,
    19. TARGET_DLK_BASKET_BASE,
    20. TARGET_TREATMENT,
    21. TARGET_UNLOAD,
    22. TARGET_ENTRY_WINDOW,
    23. TARGET_INSTALL_FGRB,
    24. TARGET_SHOOT,
    25. TARGET_FOLLOW,
    26. TARGET_DLK_EXTINGUISH,
    27. TARGET_UNLOAD_TFMB,
    28. TARGET_FLAME_EFFECT,
    29. TARGET_CROSS_BRIDGE,
    30. TARGET_OPPOSITE_BRIDGE,
    31. TARGET_EXTINGUISH_PERSON,
    32. TARGET_PONTON_BRIDGE,
    33. TARGET_TOUCHPERSON,
    34. TARGET_USE,
    35. TARGET_OBJECTSURFACE,
    36. TARGET_FREE_CONNECTOR,
    37. TARGET_RANDOM,
    38. TARGET_HOUSE_SAFE_DISTANCE,
    39. TARGET_MAX,
    40. };
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    Aufzählung der TerrainClasses

    Quellcode

    1. enum TerrainClass
    2. {
    3. TERRAIN_ANYTHING,
    4. TERRAIN_CAR,
    5. TERRAIN_TRUCK,
    6. TERRAIN_OFFROAD,
    7. TERRAIN_TRACKVEHICLE,
    8. TERRAIN_BOAT,
    9. TERRAIN_SHIP,
    10. TERRAIN_DIVER,
    11. TERRAIN_AIRPLANE,
    12. TERRAIN_CIVILIAN,
    13. TERRAIN_SQUAD,
    14. TERRAIN_SQUADCAR,
    15. TERRAIN_HELILANDING,
    16. TERRAIN_ANIMAL,
    17. TERRAIN_VIRTUALFLOOR,
    18. TERRAIN_TRAFFIC,
    19. TERRAIN_NUMCLASSES
    20. };
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    Definierte Funktionen

    Quellcode

    1. const char *GetName();
    2. virtual Vector GetPosition() const;
    3. virtual void SetPosition(const Vector &v_);
    4. Vector GetTargetPoint(Actor *Initiator, TargetPoint Pnt);
    5. Vector GetTargetPoint(Actor &Initiator, TargetPoint Pnt);
    6. float GetBoundingRadius();
    7. float GetBoundingRadiusXY();
    8. float GetBoundingRadiusDistXYToObject(Actor *Target_);
    9. virtual void DrawBoundingBox(unsigned char red_=255, unsigned char green_=255, unsigned char blue_=255);
    10. bool SetVirtualObjectTerrain(const char* terrain_);
    11. bool SetTerrain(TerrainClass terrain_);
    12. bool RemoveFromRouter();
    13. virtual bool IsValid() const; //!< Gibt "true" wenn der Actor in der Spielwelt vorhanden ist
    14. ActorType GetType() const;
    15. void Show();
    16. void Hide();
    17. bool IsHidden();
    18. int GetID() const;
    19. bool HasName(const char *Name_);
    20. bool HasNamePrefix(const char *Name_);
    21. const Actor& operator=(const Actor &Obj_);
    22. void SetUserData(int Data);
    23. int GetUserData() const;
    24. bool IsInsideVirtualObject(Vector &pos);
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