Person (EM4)

Wir verwenden Cookies, um Inhalte und Anzeigen zu personalisieren, Dienste bereitzustellen und die Zugriffe auf unsere Website zu analysieren. Außerdem werden durch unsere Partner Informationen zu Ihrer Nutzung für soziale Medien, Werbung und Analysen erfasst. Weitere Informationen

  • Namensraum / Klasse "Person"

    Aufzählung der PersonStates

    Quellcode

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


    Aufzählung der InjuryReasons

    Quellcode

    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. };
    Alles anzeigen


    Aufzählung der PersonRoles

    Quellcode

    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

    Quellcode

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


    Aufzählung der PersonBehaviors

    Quellcode

    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. };
    Alles anzeigen


    Aufzählung der PersonTypes

    Quellcode

    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. };
    Alles anzeigen


    Definierte Funktionen

    Quellcode

    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. };
    Alles anzeigen

    436 mal gelesen