Inhaltsverzeichnis
Aufzählung der PersonStates
Aufzählung der InjuryReasons
Quellcode
Aufzählung der PersonRoles
Aufzählung der PersonGenders
Aufzählung der PersonBehaviors
Quellcode
- 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,
- };
Aufzählung der PersonTypes
Quellcode
Definierte Funktionen
Quellcode
- class Person : public GameObject
- {
- public :
- 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 IsInSight(int TargetID_) const; //Ab Version 1.3
- 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);
- void Carried(bool carried_, bool hide_, GameObject *carrier_ = NULL); //Ab Version 1.3
- 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 IsVictim() const; //Ab Version 1.3
- 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);
- void SetDogPerceptionRange(float range_); //Ab Version 1.3
- float GetDogPerceptionRange(); //Ab Version 1.3
- void SetUpgradeLevel(int level_); //Ab Version 1.3
- int GetUpgradeLevel() const; //Ab Version 1.3
- 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;
- bool IsCarWithPrefixInRange(float radius, const char* prefix, int &id); //Ab Version 1.3
- void OnAskPerson(Person *questioner_);
- void SetStoneThrowLifeDuration(float seconds_);
- void Revive();
- void SetCivilsFleeRange(float range_);
- void SetCivilsFleeing(bool flee_); // sollen Zivilisten vor dem Gangster fliehen
- bool GetDisableGangsterSymbol(); //Ab Version 1.3
- void SetDisableGangsterSymbol(bool disable_); //Ab Version 1.3
- PersonType GetPersonType() const;
- void EnableAutoTarget(bool enable_);
- bool IsAutoTargetEnabled() const;
- void SetAutoHealDistance(float distance_);
- PersonGender GetGender() const;
- void SetSpreadAngle(float angle_); //Ab Version 1.3
- void SetSightAngle(float angle_); //Ab Version 1.3
- };
1.655 mal gelesen