Person (EM4)

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  • Namensraum / Klasse "Person"

    Aufzählung der PersonStates

    Source Code

    1. enum PersonState
    2. {
    3. PERSONSTATE_NORMAL,
    4. PERSONSTATE_INJURED,
    5. PERSONSTATE_COMATOSE,
    6. PERSONSTATE_DEAD,
    7. };


    Aufzählung der InjuryReasons

    Source Code

    1. enum InjuryReason
    2. {
    3. INJUREREASON_UNKNOWN,
    4. INJUREREASON_FIRE,
    5. INJUREREASON_SHOT,
    6. INJUREREASON_ENERGY,
    7. INJUREREASON_DROWN,
    8. INJUREREASON_CONTAM_ATOM, // unbedingt gleiche Reihenfolge wie ContaminationType
    9. INJUREREASON_CONTAM_CHEM,
    10. INJUREREASON_CONTAM_BIO,
    11. };
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    Aufzählung der PersonRoles

    Source Code

    1. enum PersonRole
    2. {
    3. ROLE_UNKNOWN,
    4. ROLE_CIVILIAN,
    5. ROLE_SQUAD,
    6. ROLE_GANGSTER,
    7. ROLE_DROWNING,
    8. ROLE_ANIMAL,
    9. };


    Aufzählung der PersonGenders

    Source Code

    1. enum PersonGender
    2. {
    3. GENDER_MALE,
    4. GENDER_FEMALE,
    5. GENDER_CHILD,
    6. GENDER_ANIMAL,
    7. };


    Aufzählung der PersonBehaviors

    Source Code

    1. enum PersonBehaviour
    2. {
    3. BEHAVIOUR_UNKNOWN = 0,
    4. BEHAVIOUR_CIVILIAN_NORMAL = 0,
    5. BEHAVIOUR_CIVILIAN_GAZER = 1,
    6. BEHAVIOUR_CIVILIAN_HOSTAGE = 2,
    7. BEHAVIOUR_CIVILIAN_TAXIUSER = 3,
    8. BEHAVIOUR_CIVILIAN_BUSUSER = 4,
    9. BEHAVIOUR_CIVILIAN_DRIVER = 5,
    10. BEHAVIOUR_CIVILIAN_PANIC = 6,
    11. BEHAVIOUR_SQUAD_UNKNOWN = 0,
    12. BEHAVIOUR_SQUAD_FIREFIGHTER = 1,
    13. BEHAVIOUR_SQUAD_POLICE = 2,
    14. BEHAVIOUR_SQUAD_RESCUE = 3,
    15. BEHAVIOUR_SQUAD_THW = 4,
    16. BEHAVIOUR_GANGSTER_ATTACKALL = 0,
    17. BEHAVIOUR_GANGSTER_ATTACKSQUAD = 1,
    18. BEHAVIOUR_GANGSTER_GUARDHOSTAGE = 2,
    19. BEHAVIOUR_GANGSTER_GUARDPASSAGE = 3,
    20. BEHAVIOUR_GANGSTER_CIVILARMED = 4,
    21. BEHAVIOUR_GANGSTER_CIVILUNARMED = 5,
    22. BEHAVIOUR_GANGSTER_THROWSTONES = 6,
    23. BEHAVIOUR_GANGSTER_FISTFIGHT = 7,
    24. BEHAVIOUR_GANGSTER_ATTACKSQUAD_SMART = 8,
    25. BEHAVIOUR_GANGSTER_THROWMOLOTOV = 9,
    26. BEHAVIOUR_ANIMAL_NORMAL = 0,
    27. BEHAVIOUR_ANIMAL_CAT = 1,
    28. BEHAVIOUR_ANIMAL_SHEEP = 2,
    29. BEHAVIOUR_ANIMAL_COW = 3,
    30. BEHAVIOUR_ANIMAL_WOLF = 4,
    31. BEHAVIOUR_ANIMAL_HORSE = 5,
    32. BEHAVIOUR_ANIMAL_DEER = 6,
    33. BEHAVIOUR_ANIMAL_CROW = 7,
    34. BEHAVIOUR_ANIMAL_DOVE = 8,
    35. BEHAVIOUR_ANIMAL_SEAGULL = 9,
    36. BEHAVIOUR_ANIMAL_ATTACKINGWOLF = 10,
    37. BEHAVIOUR_ANIMAL_PIGEON = 11,
    38. BEHAVIOUR_ANIMAL_POLARBEAR = 12,
    39. };
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    Aufzählung der PersonTypes

    Source Code

    1. enum PersonType
    2. {
    3. PT_NOSQUAD,
    4. PT_UNKNOWN,
    5. PT_ENGINEER,
    6. PT_FIREFIGHTER_NORMAL,
    7. PT_FIREFIGHTER_MASK,
    8. PT_FIREFIGHTER_ABC,
    9. PT_DIVER,
    10. PT_SHOOTER,
    11. PT_SHARPSHOOTER,
    12. PT_PSYCHOLOGIST,
    13. PT_SCOUT,
    14. PT_POLICEMEN,
    15. PT_DOCTOR,
    16. PT_PARAMEDIC,
    17. PT_LEADERRESCUEDOG,
    18. };
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    Definierte Funktionen

    Source Code

    1. class Person : public GameObject
    2. {
    3. public :
    4. Person();
    5. Person(const Person& Obj_);
    6. Person(const Actor* Act_);
    7. Person(const GameObject* Obj_);
    8. ~Person();
    9. virtual bool IsValid() const;
    10. void ReceiveEnergy(EnergyType Type_, float Amount_, Actor *Originator = NULL);
    11. void Hurt(InjuryReason Reason_, float amount);
    12. bool Heal(float Amount_);
    13. void Injure(InjuryReason Reason_, bool becomeUnconscious_ = true);
    14. void Kill(InjuryReason Reason_ = INJUREREASON_UNKNOWN);
    15. void Contaminate(ContaminationType Type_);
    16. void Decontaminate(ContaminationType Type_);
    17. void ExposeContamination(ContaminationType Type_);
    18. bool IsInjured() const;
    19. bool IsInSight(int TargetID_) const; //Ab Version 1.3
    20. bool IsComatose() const;
    21. bool IsDead() const;
    22. bool IsWoundedSquad() const;
    23. bool IsContaminated() const;
    24. bool IsArrested() const;
    25. bool IsCarryingPerson() const;
    26. bool IsCarryingContaminatedPerson() const;
    27. bool IsLinkedWithPerson() const;
    28. bool IsLinkedWithContaminatedPerson() const;
    29. bool IsCarried() const;
    30. bool IsDrowning() const;
    31. bool IsGazing() const;
    32. bool IsFleeing() const;
    33. bool IsHealing() const;
    34. bool IsClassified() const;
    35. bool IsInHouseWithGroundEntrance() const;
    36. bool IsBeingHealed() const;
    37. void SetIdleAnimation();
    38. void SetInjuredAnimation();
    39. void SetClassified(bool Classified_);
    40. float GetLife() const;
    41. float GetHealth() const;
    42. void SetHealth(float Health_);
    43. void SetMaxHealth(float maxHealth_);
    44. float GetMaxHealth() const;
    45. void SetLife(float Life_);
    46. void SetMaxLife(float maxLife_);
    47. float GetMaxLife();
    48. void SetInjuredLifeDrain(float drain_);
    49. float GetInjuredLifeDrain();
    50. void SetMedicalLifeGain(float gain_);
    51. float GetMedicalLifeGain();
    52. bool IsContaminated(ContaminationType Type_) const;
    53. bool CanDive()const;
    54. PersonState GetState() const;
    55. InjuryReason GetInjuryReason() const;
    56. float GetResistance(InjuryReason type_) const;
    57. bool SetResistance(InjuryReason type_, float amount_);
    58. int GetArrestedID();
    59. Person GetArrested()const;
    60. Person GetCarried()const;
    61. void Arrested(bool arrested_, GameObject *capturer_ = NULL);
    62. void Carried(bool carried_, bool hide_, GameObject *carrier_ = NULL); //Ab Version 1.3
    63. PersonRole GetRole() const;
    64. void SetRole(PersonRole Role_);
    65. bool SetBehaviour(PersonBehaviour Behaviour_);
    66. PersonBehaviour GetBehaviour() const;
    67. bool IsDoctor() const;
    68. bool IsParamedicTeam() const;
    69. bool IsPsychologist() const;
    70. bool IsHostage() const;
    71. bool IsRescueDog() const;
    72. bool IsRescueDogLeader() const;
    73. bool IsShooter() const;
    74. bool IsEngineer() const;
    75. bool IsVictim() const; //Ab Version 1.3
    76. bool IsFireFighterABC() const;
    77. bool IsPolarBear() const;
    78. void SetFoundByDog(bool Found_);
    79. void SetShootAtPsychologist(bool shoot_);
    80. void SetShootPower(float power_);
    81. void SetShootFrequency(float freq_);
    82. void SetShootRange(float range_);
    83. void SetPrimaryTarget(GameObject *target_);
    84. void SetBloodPuddle(bool bleeding_);
    85. bool SetObjectToEquipmentLocation(GameObject &object_, bool personLocation_ = true);
    86. void SetDogPerceptionRange(float range_); //Ab Version 1.3
    87. float GetDogPerceptionRange(); //Ab Version 1.3
    88. void SetUpgradeLevel(int level_); //Ab Version 1.3
    89. int GetUpgradeLevel() const; //Ab Version 1.3
    90. int GetAimTargetID() const;
    91. int GetEnteredHouseID() const;
    92. bool SetEnteredHouseID(int houseID_);
    93. int GetEnteredCarID() const;
    94. int GetEnteredCarTargetID() const;
    95. bool GetNeverResort() const;
    96. void SetNeverResort(bool neverdo_);
    97. void SetFleeing(bool flee_, bool clearActions_=true);
    98. bool IsResorting() const;
    99. void PushIgnoreEnergy();
    100. void PopIgnoreEnergy();
    101. void ClearReceivedEnergies();
    102. void PlaceObjectInRightHand(const char* modelPath_);
    103. void RemoveObjectInRightHand();
    104. void StopMovement();
    105. void SetDefaultMessageGroup();
    106. void SetMessageGroup(const char* MsgGroup_);
    107. const char *GetMessageGroup() const;
    108. bool HasMsgGroup() const;
    109. bool CanBeAsked() const;
    110. bool GetThrowPosition(Vector &Pos_) const;
    111. bool GetThrowPosition(float &x_, float &y_, float &z_);
    112. bool CheckDLKExtinguishDistance(const Actor *target_);
    113. bool CanEnterHouseFromDLK(const OpenHouse *target_);
    114. bool CanUseDLKCannon();
    115. bool CanStopUseDLKCannon();
    116. bool CanLeaveDLK();
    117. bool IsInDLKBasket();
    118. void SetEscapePath(const char* pathname_);
    119. void SetStandardPath(const char* pathname_);
    120. bool CanEnterDekonP();
    121. Vector GetEnteredHouseEntrancePosition(bool front_) const;
    122. void GetEnteredHouseEntrancePosition(bool front_, float &x_, float &y_, float &z_) const;
    123. bool IsSquadInRange(float radius) const;
    124. bool IsPoliceSquadInRange(float radius) const;
    125. bool IsSquadCarInRange(float radius) const;
    126. bool IsCarWithPrefixInRange(float radius, const char* prefix, int &id); //Ab Version 1.3
    127. void OnAskPerson(Person *questioner_);
    128. void SetStoneThrowLifeDuration(float seconds_);
    129. void Revive();
    130. void SetCivilsFleeRange(float range_);
    131. void SetCivilsFleeing(bool flee_); // sollen Zivilisten vor dem Gangster fliehen
    132. bool GetDisableGangsterSymbol(); //Ab Version 1.3
    133. void SetDisableGangsterSymbol(bool disable_); //Ab Version 1.3
    134. PersonType GetPersonType() const;
    135. void EnableAutoTarget(bool enable_);
    136. bool IsAutoTargetEnabled() const;
    137. void SetAutoHealDistance(float distance_);
    138. PersonGender GetGender() const;
    139. void SetSpreadAngle(float angle_); //Ab Version 1.3
    140. void SetSightAngle(float angle_); //Ab Version 1.3
    141. };
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