GameObject (EM4)

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  • Namensraum / Klasse "GameObject"
    Aufzählung der GameObjectTypes

    Quellcode

    1. enum GameObjectType
    2. {
    3. TYPE_UNKNOWN,
    4. TYPE_OBJECT,
    5. TYPE_PERSON,
    6. TYPE_HOUSE,
    7. TYPE_VEHICLE,
    8. TYPE_OPEN_HOUSE,
    9. };

    Aufzählung der FloorPlacement

    Quellcode

    1. enum FloorPlacement
    2. {
    3. PLACEMENT_NONE, // Frei dreh- und positionierbar
    4. PLACEMENT_AXISALIGNED, // Objekt wird nicht gedreht, Pivotpunkt mit Offset entscheidet die Höhe
    5. PLACEMENT_BOXALIGNED, // Objekt frei drehbar, Boundingbox-Auflagepunkte mit Offset entscheiden über Höhe
    6. PLACEMENT_ALIGNED_CORNERS, // Ecken der Boundingbox entscheiden über Höhe und Ausrichtung, unterste Seite der bbop zählt
    7. PLACEMENT_ALIGNED_SAMPLED, // Genauer als boundingcorners, zeitaufwendiger
    8. PLACEMENT_PHYSICS, // Physik benutzen. Nicht im Game möglich!
    9. PLACEMENT_CUSTOM_PLACEMENT // Platzierung wird von abgeleiteter Klasse berechnet (e.g. Person, Vehicle)
    10. };



    Aufzählung der PhysicCollisionModes

    Quellcode

    1. enum PhysicCollisionMode
    2. {
    3. PHYSIC_COLLISION_ALL = 0,
    4. PHYSIC_COLLISION_NOWORLD = 1,
    5. PHYSIC_COLLISION_NOEXTERNALBODIES = 2,
    6. PHYSIC_COLLISION_NOINTERNALBODIES = 4,
    7. PHYSIC_COLLISION_USECATEGORIES = 8,
    8. PHYSIC_COLLISION_NOTRACELINE = 16,
    9. PHYSIC_COLLISION_NORESPONSE = 32,
    10. PHYSIC_COLLISION_NONE = ~PHYSIC_COLLISION_ALL & ~PHYSIC_COLLISION_USECATEGORIES
    11. };
    Alles anzeigen


    Aufzählung der EnergyTypes

    Quellcode

    1. enum EnergyType
    2. {
    3. ENERGYTYPE_UNKNOWN,
    4. ENERGYTYPE_FIRE,
    5. ENERGYTYPE_SHOT,
    6. ENERGYTYPE_WATER,
    7. ENERGYTYPE_POLICEBLOCK,
    8. ENERGYTYPE_CARPUSH,
    9. ENERGYTYPE_PHYSIC,
    10. ENERGYTYPE_WATER_FROM_OUSIDE,
    11. ENERGYTYPE_WATER_FROM_INSIDE,
    12. ENERGYTYPE_SHOTSOUND,
    13. ENERGYTYPE_FLIGHTSHOT,
    14. };
    Alles anzeigen


    Aufzählung der ObjectFlags

    Quellcode

    1. enum ObjectFlag
    2. {
    3. OF_NONE = 0x00000000,
    4. OF_PERSON_ENCLOSED = 0x00000001, // Objekt hat eingeschlossene Person
    5. OF_LOCKED = 0x00000002, // Objekt ist verschlossen
    6. OF_USABLE = 0x00000004, // Objekt kann benutzt werden (Special Action)
    7. OF_BULLDOZABLE = 0x00000008, // Objekt kann mit dem Bulldozer platziert werden
    8. OF_TRANSPORTABLE = 0x00000010, // Objekt kann aufgeladen werden
    9. OF_PULLABLE = 0x00000020, // Objekt kann gezogen werden
    10. OF_ACCESSIBLE = 0x00000040, // Objekt kann betreten werden
    11. OF_COOLABLE = 0x00000080, // Objekt kann gekühlt werden
    12. OF_SHOOTABLE = 0x00000100, // Objekt kann beschossen werden
    13. OF_CUTABLE = 0x00000200, // Objekt kann umgesägt werden
    14. OF_USABLE_WITH_MEGAPHONE = 0x00000400, // Objekt ist mit Megafon benutzbar
    15. OF_RECOVERABLE = 0x00000800, // Objekt kann mit dem Kran benutzt werden
    16. OF_FLOTSAM = 0x00001000, // Objekt kann mit dem Motorboot aufgenommen werden
    17. OF_HIDDEN = 0x00002000, // Objekt ist unsichtbar
    18. OF_CARRYABLE_BY_BULLDOZER = 0x00008000, // Objekt kann mit dem Bulldozer aufgenommen werden
    19. OF_HAS_FIRE_EXTINGUISHER = 0x00010000, // Objekt hat einen/mehrere Feuerlöscher
    20. OF_HAS_SHEARS = 0x00020000, // Objekt hat einen/mehrere Rettungsscheren
    21. OF_HAS_CHAINSAW = 0x00040000, // Objekt hat eine/mehrere Kettensägen
    22. OF_HAS_HOSE = 0x00080000, // Objekt hat eine/mehrere Schläuche
    23. OF_HAS_JUMPPAD = 0x00100000, // Objekt hat eine/mehrere Sprungpolster
    24. OF_HAS_ROADBLOCK = 0x00200000, // Objekt hat eine/mehrere Staßensperren
    25. OF_HAS_FLASHGRENADE = 0x00400000, // Objekt hat eine/mehrere Blendgranaten
    26. OF_HAS_FIREAXE = 0x00800000, // Objekt hat eine/mehrere Feueräxte
    27. OF_BLOCKED = 0x80000000 // Keine Interatkion mit Objekt möglich
    28. };
    Alles anzeigen




    Aufzählung der ObjectBurnStatus

    Quellcode

    1. enum ObjectBurnStatus
    2. {
    3. OBS_NORMAL = 0x01, // Objekt im Normalmodus / Sichtbar im Normalmodus
    4. OBS_HALFBURNED = 0x02, // Objekt im Halfburned-Modus / Sichtbar im Halfburned-Modus
    5. OBS_FULLBURNED = 0x04, // Objekt im Fullburned-Modus / Sichtbar im Fullburned-Modus
    6. };


    Aufzählung der TrafficLightTypes

    Quellcode

    1. enum TrafficLightType
    2. {
    3. TLT_NONE,
    4. TLT_GREEN,
    5. TLT_YELLOW,
    6. TLT_RED,
    7. };


    Aufzählung der BlinkerLightTypes

    Quellcode

    1. enum BlinkerLightType
    2. {
    3. BLT_NONE,
    4. BLT_LEFT,
    5. BLT_RIGHT,
    6. BLT_BOTH,
    7. };


    Aufzählung der HaltTypes

    Quellcode

    1. enum HaltType
    2. {
    3. HALT_PERSONS,
    4. HALT_VEHICLES,
    5. HALT_BOTH,
    6. };


    Aufzählung der ContaminationTypes

    Quellcode

    1. enum ContaminationType
    2. {
    3. CONTAMINATION_ATOMIC,
    4. CONTAMINATION_CHEMICAL,
    5. CONTAMINATION_BIOLOGICAL,
    6. };


    Aufzählung der ActionParameters

    Quellcode

    1. union ActionParameters
    2. {
    3. float fValue;
    4. int iValue;
    5. bool bValue;
    6. char *cValue;
    7. class Actor *aValue;
    8. void *pValue;
    9. };


    Struktur der ActionCallbacks

    Quellcode

    1. struct ActionCallback
    2. {
    3. class GameObject *Owner;
    4. ActionParameters Parameters[8];
    5. ActionCallback();
    6. };


    Definierte Funktionen

    Quellcode

    1. class GameObject : public Actor
    2. {
    3. public :
    4. GameObject();
    5. GameObject(const GameObject &Obj_);
    6. GameObject(const Actor *Act_);
    7. virtual ~GameObject();
    8. virtual bool IsValid() const;
    9. bool HasAnimation(const char *Anim_);
    10. void SetAnimation(const char *Anim_);
    11. bool IsCurrentAnimation(const char *Anim_);
    12. bool IsAnimationFinished() const;
    13. bool AssignCommand(const char *Command_);
    14. void RemoveCommand(const char *Command_);
    15. void EnableCommand(const char *Command_, bool Enabled_);
    16. void DisableAllCommands();
    17. bool IsCommandEnabled(const char *Command_);
    18. bool HasCommand(const char *Command_);
    19. void SetCommandable(bool Commandable_);
    20. void EnableOnContactCallback(bool enable_);
    21. GameObjectType GetObjectType() const;
    22. GameObjectList GetCarriedObjects();
    23. virtual void UpdatePlacement(void);
    24. virtual void SetPlacementNone(void);
    25. virtual void SetPlacement(FloorPlacement placement_);
    26. virtual void ComputePlacement(float &x_, float &y_, float &z_);
    27. virtual void SetPosition(const Vector &v_);
    28. virtual void SetPosition(const GameObject* obj_);
    29. virtual void SetRotation(const GameObject* obj_);
    30. virtual void SetRotation(float r00, float r01, float r02,
    31. float r10, float r11, float r12,
    32. float r20, float r21, float r22);
    33. virtual void SetRotationPutInXY(float r00, float r01, float r02,
    34. float r10, float r11, float r12,
    35. float r20, float r21, float r22);
    36. virtual void GetRotation(float &r00, float &r01, float &r02,
    37. float &r10, float &r11, float &r12,
    38. float &r20, float &r21, float &r22);
    39. virtual Vector GetPosition() const;
    40. virtual Vector GetLookatDir();
    41. virtual void GetLookatDir(float &x_, float &y_, float &z_);
    42. virtual void SetLookatDir(float x_, float y_, float z_);
    43. virtual void SetLookatDir(Vector &dir_);
    44. virtual void GetModelPosition(float &x_, float &y_, float &z_);
    45. virtual float GetPositionOffset();
    46. const char *GetPrototypeName();
    47. const char *GetPrototypeFileName();
    48. const char *GetModelFileName();
    49. bool IsInsideMap();
    50. void GetOrientedBBoxPoint( unsigned int corner_, float &x_, float &y_, float &z_);
    51. void DrawOrientedBBox(unsigned char red_=255, unsigned char green_=255, unsigned char blue_=255);
    52. bool IsJumppad() const;
    53. bool IsRoadblock() const;
    54. bool IsHydrant() const;
    55. bool IsHydrantInUse() const;
    56. bool IsInsideWater() const;
    57. bool IsIdle() const;
    58. bool CanStopAction() const;
    59. bool IsWaiting() const;
    60. bool HasFireChilds() const;
    61. bool IsSelected() const;
    62. bool IsShooted() const;
    63. bool IsEquipped() const;
    64. bool IsCarryingAnything() const;
    65. bool IsCarryingObjects() const;
    66. bool IsAiming() const;
    67. bool IsPulling() const;
    68. bool IsCarried() const;
    69. bool IsMoving() const;
    70. bool IsCommandInRange(float maxDist_) const;
    71. bool IsCommandable() const; //Ab Version 1.3
    72. int GetFirehoseID() const;
    73. GameObject GetHydrant();
    74. void SetInsideWater(bool inWater_);
    75. void GetFirehoseWaypoints(int which_, Vector &v1_, Vector &v2_);
    76. int GetNumFirehoseWaypoints(float x_, float y_);
    77. void Select();
    78. void Deselect();
    79. void SetSelectable(bool selectable_);
    80. void SetEquipment(EquipmentType Equip_);
    81. EquipmentType GetEquipment(void) const;
    82. void RemoveEquipment();
    83. int GetFlags(void) const;
    84. void SetFlags(int flags_);
    85. void ClearFlags(void);
    86. const ObjectBurnStatus GetBurningStatus()const;
    87. void Burn();
    88. void StopBurning();
    89. bool IsBurning();
    90. bool IsCompletelyBurning();
    91. bool IsBurningInside();
    92. bool IsBurningOutside();
    93. void SetFireObjectBurning(const char* name_);
    94. bool IsFireObjectBurning(const char* name_);
    95. FireObject GetFireChild(const char* name_);
    96. FireObject GetFireChild(int index_);
    97. int GetNumFireChilds();
    98. bool IsFlagSet(int flag_) const;
    99. void SetFlag(int flag_);
    100. void ClearFlag(int flag_);
    101. void ToggleFlag(int flag_);
    102. void SetEffect(const char* effect_, const char* params_); //Ab Version 1.3
    103. void StartParticleEffect();
    104. void StopParticleEffect();
    105. void PauseParticleEffect(); //Ab Version 1.3
    106. void ResumeParticleEffect(); //Ab Version 1.3
    107. void PauseParticleEffectChild(const char *name_); //Ab Version 1.3
    108. void SetParticleEffectStrength(const float strength_);
    109. void SetParticleEffectDirection(const float x,const float y,const float z);
    110. void SetParticleEffectSpeed(const float constant);
    111. void SetParticleEffectSize(const float size);
    112. bool HasParticleEffectEnded();
    113. void StopAnimation();
    114. void Explode();
    115. void Explode(float force); // Diese Funktion ist veraltet. Bitte nicht mehr verwenden.
    116. void ApplyForce(int bodyNum_, const Vector &Pos_, const Vector &Force_);
    117. void AddExplosionForceField(const char* material_);
    118. void SetObjectPath(const char* pathname, float speed = 0.0f, bool forward = true);
    119. void SetObjectPath(Path *path_, float speed = 0.0f, bool forward = true);
    120. void RemoveObjectPath();
    121. bool HasObjectPath(const char* pathname); // Wenn kein Name gegeben ist wird geprüft, ob irgendein ObjectPath gesetzt wurde
    122. bool IsForwardOnPath() const;
    123. Path GetObjectPath() const;
    124. bool IsPathPaused() const;
    125. void SetPausePath(bool enable_);
    126. void SetCurrentPathSpeed(float speed, float acceleration = 0.0f);
    127. float GetCurrentPathSpeed() const;
    128. bool HasArrived(const char* pathname,const float accuracy = 100.f);
    129. bool GetDestination(float &x, float &y, float &z) const;
    130. void DisablePhysics();
    131. void EnablePhysics();
    132. bool EnablePhysicsSimulation(bool keepSpeed_ = false, bool freeze_ = false, bool clearActions_=true);
    133. void SetPhysicsVelocity(float speedX_, float speedY_, float speedZ_);
    134. bool GetPhysicsLinearVelocity(int bodyNum, Vector &linVel_);
    135. bool GetPhysicsAngularVelocity(int bodyNum, Vector &angVel_);
    136. float GetPhysicsMass();
    137. void SetPhysicsFriction(float friction_);
    138. bool DisablePhysicsSimulation(bool forceUseOfPhysicsGeometry_ = false);
    139. bool IsPhysicsFreezed() const; // Testet ob das Physikobjekt nicht mehr bewegt werden kann
    140. bool IsPhysicsSimulationEnabled();
    141. void SetFloatage(float densityFactor_);
    142. bool IsPhysicsObjectFloating();
    143. bool ReplacePhysicsObject(const GameObject* obj_);
    144. bool SetCollisionResponseByForces(float force_ = 5.0f);
    145. void DisableCollisionResponse();
    146. void SetPhysicsStatic(bool enable_);
    147. bool ActivateOBBCollision();
    148. bool GetOBBCollision();
    149. bool StartPhysicsEvent(int steps_);
    150. void SetCollisionMode(PhysicCollisionMode mode_);
    151. bool FreezePhysics() const;
    152. bool UnfreezePhysics() const;
    153. bool HasHadContact() const;
    154. bool GetPhysicsPosition(Vector &Pos_) const;
    155. bool SetPhysicsPosition(const Vector &Pos_);
    156. bool HasPhysicsCollision();
    157. Vector RelativeToWorldPosition(const Vector &Rel_) const;
    158. void SetAnimationTime(float time_, bool halt_ = true);
    159. GameObjectList GetObjectsInRange(float radius_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
    160. // sucht das nächstgelegene Objekt in Reichweite
    161. GameObject GetClosestObjectInRange(float radius_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
    162. // sucht das nächstgelegene Objekt in Reichweite, welches mindestens minDist_ entfernt ist
    163. GameObjectList GetObjectsWithNameInRange(float radius_, const char* name_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE); //Ab Version 1.3
    164. GameObject GetClosestObjectInRange(float radius_, float minDist_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
    165. bool IsBridge(void) const;
    166. bool IsCollidingWithTrigger(const char *triggerName);
    167. bool IsCollidingWithTrigger(GameObject *trigger_);
    168. bool IsCollidingWithVirtualObject(const char *voName_);
    169. bool ActivateTrigger();
    170. bool DeactivateTrigger();
    171. float Distance(GameObject* obj2);
    172. float Distance(GameObject& obj2);
    173. float DistanceXY(GameObject* obj2);
    174. float DistanceXY(GameObject& obj2);
    175. float Distance(float x_, float y_, float z_);
    176. void Show();
    177. void Hide();
    178. bool IsHidden() const;
    179. void SetTraceAccuracy_NoCollision();
    180. void SetTraceAccuracy_AABox();
    181. void SetTraceAccuracy_OBox();
    182. void SetTraceAccuracy_Polygons();
    183. void SetChildTraceAccuracy_NoCollision(const char* name_);
    184. void SetChildTraceAccuracy_AABox(const char* name_);
    185. void SetChildTraceAccuracy_OBox(const char* name_);
    186. void SetChildTraceAccuracy_Polygons(const char* name_);
    187. bool HasChild(const char* name_) const;
    188. Vector GetChildPosition(int childID_) const;
    189. Vector GetChildPosition(const char* name_) const; //Ab Version 1.3
    190. void SetChildEnabled(const char* name_, bool enabled_);
    191. bool IsChildEnabled(const char* name_);
    192. bool IsChildEnabled(int ChildID_);
    193. const char *GetChildName(int ChildID_);
    194. bool IsCurrentAction(const char *Action) const;
    195. bool HasAnyAction() const;
    196. int GetNumActions() const;
    197. bool CheckCollision(const Vector &Pos_) const;
    198. bool OccludesSightLine(GameObject &Obj_);
    199. void EnableBlueLights(bool enable_);
    200. bool IsBlueLightEnabled() const;
    201. void EnableHeadLights(bool enable_);
    202. void EnableBreakLights(bool enable_); // aus Kombatibilitätsgründen noch da
    203. void EnableBrakeLights(bool enable_);
    204. bool IsBrakeLightEnabled() const;
    205. void EnableSpecialLights(bool enable_);
    206. bool IsSpecialLightEnabled() const;
    207. void EnableTrafficLight(TrafficLightType type_);
    208. void EnableBlinker(BlinkerLightType type_);
    209. BlinkerLightType GetBlinkerStatus() const;
    210. void SetLightEnabled(int id_, bool enable_);
    211. void SetHighlighted(bool enable_);
    212. float GetSpeedFactor(const Vector &Pos_) const;
    213. float GetTerrainSpeed(GameObject * object_);
    214. bool IsBarricade();
    215. void RemoveRouterObject();
    216. bool IsTriggering(const char *Trigger_);
    217. bool IsPontonBridge();
    218. bool IsBridgeInstalled();
    219. bool IsBridgeInUse();
    220. int GetBridgeInstallPoint();
    221. int GetNumActiveFireChilds() const;
    222. bool IsWaitingPointCreationEnabled() const;
    223. void EnableWaitingPointCreation(bool enable_);
    224. bool HasWaitingPoint() const;
    225. bool AddWaitingPoint();
    226. bool AddWaitingPoint(float gazerRadius_, float catchmentRadius_);
    227. bool RemoveWaitingPoint();
    228. int GetParentHouseID() const;
    229. bool IsWaterCannonActive(); // nur für wasserwerfer
    230. void CheckContamination(int contamType_, float radius_);
    231. void DumpObjectPositionAndRotation(const char* varName);
    232. int GetContainerObjectID() const;
    233. void SetLinkedPersonID(int id_);
    234. void SetSpeed(float Spd_);
    235. float GetSpeed();
    236. void SetPlayerMP(int playerID_);
    237. int GetPlayerMP() const;
    238. bool HasBlockedPerson();
    239. bool IsInSight();
    240. // Personen in diesem Bereich werden kontaminiert
    241. void SetContaminationArea( ContaminationType contaminationType_, float range_ );
    242. void RemoveContaminationArea();
    243. void ClearActions();
    244. void PushActionNOP(ActionInsertMode Mode_);
    245. void PushActionMove(ActionInsertMode Mode_, const Vector &Pos_, bool direct_ = false);
    246. void PushActionMove(ActionInsertMode Mode_, Actor* Target_, TargetPoint Pnt_, bool direct_ = false);
    247. void PushActionMove(ActionInsertMode Mode_, int TargetID_, TargetPoint Pnt_, bool direct_ = false);
    248. void PushActionMoveFollow(ActionInsertMode Mode_, Actor* Target_, float NearDist_, float HaltDist_);
    249. void PushActionSwitchAnim(ActionInsertMode Mode_, const char *Anim_);
    250. void PushActionShowHide(ActionInsertMode Mode_, bool Hide_);
    251. void PushActionEnterCar(ActionInsertMode Mode_, Actor* Target_);
    252. void PushActionLeaveCar(ActionInsertMode Mode_, Actor* Target_);
    253. void PushActionPickUp(ActionInsertMode Mode_, Actor* Target_);
    254. void PushActionPush(ActionInsertMode Mode_, Actor* Target_, float Power_=200.f);
    255. void PushActionDrop(ActionInsertMode Mode_);
    256. void PushActionGetEquipment(ActionInsertMode Mode_, Actor* Target_, EquipmentType equipment_);
    257. void PushActionRemoveEquipment(ActionInsertMode Mode_);
    258. void PushActionExtinguish(ActionInsertMode Mode_, Actor* Target_, float Energy_);
    259. void PushActionTag(ActionInsertMode Mode_, const char *Tag_);
    260. void PushActionLoadUp(ActionInsertMode Mode_, Actor* Target_);
    261. void PushActionUnload(ActionInsertMode Mode_, int unloadPointID_ = -1);
    262. void PushActionMoveBucket(ActionInsertMode Mode_, Actor* Target_, bool up_);
    263. void PushActionPlanate(ActionInsertMode Mode_, Actor* Target_);
    264. void PushActionReturnToBase(ActionInsertMode Mode_);
    265. void PushActionHeal(ActionInsertMode Mode_, Actor* Target_, bool JustStabilize_=false);
    266. void PushActionArrest(ActionInsertMode Mode_, Actor* Target_, bool Fight_=false);
    267. void PushActionRelease(ActionInsertMode Mode_);
    268. void PushActionAskPerson(ActionInsertMode Mode_, Actor* Target_);
    269. void PushActionUseEquipment(ActionInsertMode mode_, Actor* Target_, int childID_, float time_);
    270. void PushActionUseEquipment(ActionInsertMode mode_, const Vector &Target_, float time_);
    271. void PushActionWait(ActionInsertMode mode_, float time_);
    272. void PushActionTurnTo(ActionInsertMode mode_, Actor *Target_, float Duration_=0.f);
    273. void PushActionTurnTo(ActionInsertMode mode_, const Vector &Pos_, float Duration_=0.f);
    274. void PushActionLift(ActionInsertMode Mode_, Actor* Target_);
    275. void PushActionUnloadPerson(ActionInsertMode Mode_);
    276. void PushActionAim(ActionInsertMode Mode_, Actor* Target_, float range_);
    277. void PushActionPrepareAim(ActionInsertMode Mode_);
    278. void PushActionAimEnd(ActionInsertMode Mode_);
    279. void PushActionThrow(ActionInsertMode Mode_, const Vector &Pos_);
    280. void PushActionEquipWeapon(ActionInsertMode Mode_, bool equip_);
    281. void PushActionShoot(ActionInsertMode Mode_, Actor *Target_);
    282. void PushActionShoot(ActionInsertMode Mode_, int TargetID_); //Ab Version 1.3
    283. void PushActionRedirect(ActionInsertMode Mode_);
    284. void PushActionRedirectCar(ActionInsertMode Mode_, bool doNotChangePathDirection_=false, bool skipCheckOnFirst_ = false);
    285. void PushActionNegotiate(ActionInsertMode Mode_, Actor *Target_);
    286. void PushActionUsePath(ActionInsertMode Mode_, const char *Path_, float Speed_);
    287. void PushActionUsePath(ActionInsertMode Mode_, Path *Path_, bool Forward_, float Speed_, bool forceUseRF_ = false);
    288. void PushActionUsePath(ActionInsertMode Mode_, const char *Path_, float Speed_ = 0.f, bool forward_ = true); //Ab Version 1.3
    289. void PushActionUsePath(ActionInsertMode Mode_, Path *Path_, bool Forward_, float Speed_ = 0.f, bool forceUseRF_ = false); //Ab Version 1.3
    290. void PushActionFlyTo(ActionInsertMode Mode_, const Vector &Pos_, bool landing_, float landingDirection_);
    291. void PushActionFlyTo(ActionInsertMode Mode_, Path *path_, int startNode_ = -1, int endNode_ = -1);
    292. void PushActionRepair(ActionInsertMode Mode_, Actor *Target_);
    293. void PushActionAirExtinguish(ActionInsertMode Mode_, const Vector &Pos_);
    294. void PushActionInstall(ActionInsertMode Mode_, Actor *Target_);
    295. void PushActionInstall(ActionInsertMode Mode_, int ID_);
    296. void PushActionDeinstall(ActionInsertMode Mode_);
    297. void PushActionDeleteOwner(ActionInsertMode Mode_);
    298. void PushActionEmitParticles(ActionInsertMode Mode_, const char * name_, float time_);
    299. void PushActionMoveWithHose(ActionInsertMode Mode_, const Vector &Pos_);
    300. void PushActionMoveWithDog(ActionInsertMode Mode_, const Vector &Pos_);
    301. void PushActionPull(ActionInsertMode Mode_,Actor *Target_);
    302. void PushActionStopPulling(ActionInsertMode Mode_);
    303. void PushActionPutInCar(ActionInsertMode Mode_, Actor *Target_);
    304. void PushActionOpenDoor(ActionInsertMode Mode_, Actor *Target_, int childID_);
    305. void PushActionEnterBasket(ActionInsertMode Mode_, Actor *Target_);
    306. void PushActionBasketDown(ActionInsertMode Mode_, const Vector &Pos_);
    307. void PushActionEnterHouse(ActionInsertMode Mode_, Actor *Target_);
    308. void PushActionEnterHouse(ActionInsertMode Mode_, int TargetID_);
    309. void PushActionLeaveHouse(ActionInsertMode Mode_, Actor *Target_);
    310. void PushActionBasketUp(ActionInsertMode Mode_);
    311. void PushActionUseCannon(ActionInsertMode Mode_);
    312. void PushActionStopUseCannon(ActionInsertMode Mode_);
    313. void PushActionCannonExtinguish(ActionInsertMode Mode_, Actor *Target_, float Energy_, bool Cool_ = false);
    314. void PushActionTurnBase(ActionInsertMode Mode_, Actor *Target_);
    315. void PushActionEvacuate(ActionInsertMode Mode_, Actor *Target_);
    316. void PushActionHalt(ActionInsertMode Mode_, float radius, HaltType type);
    317. void PushActionEnableEffect(ActionInsertMode Mode_, bool enable_);
    318. void PushActionDive(ActionInsertMode Mode_,float duration);
    319. void PushActionInterruptAnim(ActionInsertMode Mode_, const char *Anim_);
    320. void PushActionInterruptAnim(ActionInsertMode Mode_, const char *Anim_, float Time_, bool ReturnToIdle_ = false);
    321. void PushActionLiftWithRope(ActionInsertMode Mode_, Actor *Target_);
    322. void PushActionLetDownOnRope(ActionInsertMode Mode_, const Vector &Pos_);
    323. void PushActionCool(ActionInsertMode Mode_, Actor *Target_);
    324. void PushActionLiftWithCrane(ActionInsertMode Mode_, Actor *Target_);
    325. void PushActionDropWithCrane(ActionInsertMode Mode_, const Vector &Pos_);
    326. void PushActionUse(ActionInsertMode Mode_, Actor *Target_);
    327. void PushActionRotateTarget(ActionInsertMode Mode_, Actor *Target_, float pitch_, float yaw_, float roll_, float timeInSec_ );
    328. void PushActionHeliFollow(ActionInsertMode Mode_, Actor *Target_);
    329. void PushActionDogSearch(ActionInsertMode Mode_);
    330. void PushActionThrowStone(ActionInsertMode Mode_, const Vector &Pos_, float lifeDuration_);
    331. void PushActionCallDog(ActionInsertMode Mode_, Actor* Target_);
    332. void PushActionDogDig(ActionInsertMode Mode_, float time_);
    333. void PushActionFistFight(ActionInsertMode Mode_, Actor* Target_, bool StreetFight_ = false);
    334. void PushActionJumpOnPad(ActionInsertMode Mode_, Actor* Target_);
    335. void PushActionEmptyBoat(ActionInsertMode Mode_);
    336. void PushActionCrossBridge(ActionInsertMode Mode_, int BridgeID_);
    337. void PushActionExamineVehicle(ActionInsertMode Mode_, Actor* Target_);
    338. void PushActionJump(ActionInsertMode Mode_, const Vector &Pos_, bool useFindFreePos_=false);
    339. void PushActionWaterOn(ActionInsertMode Mode_);
    340. void PushActionWaterOff(ActionInsertMode Mode_);
    341. void PushActionWolfpackWait(ActionInsertMode Mode_, Actor* VObject_, int TargetNumber_);
    342. void PushActionDisappear(ActionInsertMode Mode_, float DisappearTime_, float WaitTime_ = 0.f, bool fadeOut_ = false);
    343. void PushActionPutInBase(ActionInsertMode Mode_);
    344. void PushActionLightOn(ActionInsertMode Mode_, bool on_);
    345. void PushActionExecuteCommand(ActionInsertMode Mode_, const char* Command_, Actor* Target_=NULL, int ChildID_=0, bool CheckTarget_=true);
    346. void PushActionExecuteCommand(ActionInsertMode Mode_, const char* Command_, Vector &Pos_);
    347. void PushActionScoutHouse(ActionInsertMode Mode_, Actor* Target_);
    348. void PushActionScoutArea(ActionInsertMode Mode_);
    349. void PushActionEvacuatePerson(ActionInsertMode Mode_, Actor *Target_);
    350. void PushActionLetDownEngineer(ActionInsertMode Mode_);
    351. void PushActionUnfastenPerson(ActionInsertMode Mode_);
    352. void PushActionUnloadTransEvac(ActionInsertMode Mode_);
    353. void PushActionSendPeople(ActionInsertMode Mode_, float Radius_, const Vector& TargetPos_);
    354. void PushActionEquipmentToObject(ActionInsertMode Mode_, GameObject *equipment_);
    355. void PushActionContaminationByObject(ActionInsertMode Mode_, GameObject *parent_, ContaminationType contaminationType_, float range_);
    356. void PushActionLiftDown(ActionInsertMode Mode_, float targetHeight_, float speed_, bool downward_ = true);
    357. void PushActionAppear(ActionInsertMode Mode_, float speed_);
    358. void PushActionThrowMolotov(ActionInsertMode Mode_, const Vector& TargetPos_, float Power_, float Radius_ = 250.f);
    359. void PushActionLinkPerson(ActionInsertMode Mode_, Person *Person_);
    360. void PushActionCheckFreeConnector(ActionInsertMode Mode_, Actor *Target_);
    361. void PushActionCheckVictim(ActionInsertMode Mode_, Person *Person_, float WaitTime_); //Ab Patch 1.3
    362. void PushActionMoveToPoint(ActionInsertMode Mode_, GameObject *Target_, float Speed_, float Time_ = 0.0f);
    363. void ChangePrototype(const char *Proto_);
    364. void ChangeModel(const char *Model_);
    365. void AttachSound(int soundRef_); //Ab Patch 1.3
    366. void UnattachSound(int soundRef_); //Ab Patch 1.3
    367. };
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