Vehicle (EM4)

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  • Namensraum / Klasse "Vehicle"

    Aufzählung der VehicleTypes

    Quellcode

    1. enum VehicleType
    2. {
    3. VT_NOSQUAD, // kein Einsatzfahrzeug
    4. VT_THW_FGRR_BKF, // Bergekran
    5. VT_THW_FGRB_BLF, // Brückenleger
    6. VT_THW_FGRI_EKW, // Transportfzg. Ingenieur
    7. VT_FIREFIGHTERS_ASF, // Abschleppfzg. TODO: ist jetzt THW
    8. VT_FIREFIGHTERS_DEKONP, // Dekontaminationsfzg.
    9. VT_FIREFIGHTERS_DLK, // Drehleiterfzg.
    10. VT_FIREFIGHTERS_RW, // Rüstwagen
    11. VT_FIREFIGHTERS_TLF, // Tanklöschfzg.
    12. VT_FIREFIGHTERS_LF, // Löschflugzeug
    13. VT_FIREFIGHTERS_FLB, // Feuerlöschboot
    14. VT_FIREFIGHTERS_LPF, // Löschpanzer
    15. VT_FIREFIGHTERS_FMB, // Feuerwehrmotorboot
    16. VT_FIREFIGHTERS_TFMB, // Transportfzg. für FMB
    17. VT_POLICE_SW, // Sonderwagen
    18. VT_POLICE_MTW, // Mannschaftstransportwagen
    19. VT_POLICE_PHC, // Polizeiheli
    20. VT_POLICE_STW, // Streifenwagen
    21. VT_POLICE_WAW, // Wasserwerfer
    22. VT_POLICE_GETAWAY, // Fluchtwagen im Besitz der Polizei
    23. VT_AMBULANCE_ITW, // Intensivtransportwagen
    24. VT_AMBULANCE_NEF, // Notarztfzg.
    25. VT_AMBULANCE_RHC, // Rettungsheli
    26. VT_AMBULANCE_RHF, // Rettungshundefzg.
    27. VT_AMBULANCE_RTW, // Rettungstransportwagen
    28. VT_TAXI,
    29. VT_BUS,
    30. VT_DRIVERCAR,
    31. VT_GANGSTER_GETAWAY, // Fluchtwagen im Besitz von Gangster
    32. VT_TV_HELI,
    33. VT_THW_FGRR_RL = 100, // bulldozer
    34. VT_THW_FGRR_TRL = 101, // Transportfzg. für RL
    35. VT_THW_FGRT_BH = 102,
    36. VT_FIREFIGHTERS_GTF = 200,
    37. VT_POLICE_GTW = 300,
    38. VT_AMBULANCE_TRANSEVAC = 400,
    39. VT_ALL_SQUAD_VEHICLES = 500, // nur der Komplettheit halber ...
    40. VT_NUMTYPES = VT_TV_HELI + 7
    41. };
    Alles anzeigen


    Aufzählung der DoorActionTypes

    Quellcode

    1. enum DoorActionType
    2. {
    3. DAT_NONE = 0x00,
    4. // vehicle doors
    5. DAT_EQUIPMENT = 0x01,
    6. DAT_PERSON = 0x02,
    7. DAT_SPECIAL = 0x03,
    8. };


    Definierte Funktionen

    Quellcode

    1. class Vehicle : public GameObject
    2. {
    3. public :
    4. Vehicle();
    5. Vehicle(const Vehicle& Obj_);
    6. Vehicle(const Actor* Act_);
    7. Vehicle(const GameObject* Obj_);
    8. ~Vehicle();
    9. virtual bool IsValid() const;
    10. void SetEnergy(float energy_);
    11. float GetEnergy() const;
    12. void SetMaxEnergy(float energy_); //Ab Version 1.3
    13. float GetMaxEnergy() const;
    14. bool IsDestroyed() const;
    15. bool IsSmoking() const;
    16. void Destroy(); //Zerstört das Fahrzeug wie bei einer Explosion, allerdings ohne Partikeleffekte und Explosionswelle
    17. void SetSmoking(bool smoking_); //Fängt an zu rauchen, verliert Energie und explodiert bzw. hört wieder auf zu rauchen
    18. void SetSmokeLevelDuration(float smokeLevelDuration_);
    19. float GetSmokeLevelDuration();
    20. int GetNumPassengers() const;
    21. PersonList GetPassengers() const;
    22. bool AddPassenger(Person &Passenger_);
    23. bool RemovePassenger(Person &Passenger_);
    24. int GetFreePassengers() const;
    25. void SetMaxPassengers(int max_, bool discard_ = false);
    26. bool IsInstalled();
    27. bool IsUplifted();
    28. bool IsUplifting();
    29. bool IsBasketEmpty();
    30. bool IsCannonInUse();
    31. bool IsFGRBEmpty();
    32. bool IsBucketMoving();
    33. bool IsBucketUp();
    34. int GetInstallTargetID() const;
    35. bool HasBoatUploaded();
    36. bool HasVehicleUploaded();
    37. bool IsParking() const;
    38. bool IsDecontaminating() const;
    39. void SetParking(bool parking_);
    40. int GetNumTransported() const;
    41. PersonList GetTransports() const;
    42. bool AddTransport(Person &Transported_);
    43. bool RemoveTransport(Person &Transported_);
    44. int GetFreeTransports() const;
    45. void SetMaxTransports(int max_, bool discard_ = false);
    46. const VehicleType GetVehicleType()const;
    47. void SetVehicleRole(VehicleType type_); //!< Handle with care!
    48. bool CheckUnloadPossible(GameObject *obj_, const Vector &V_) const;
    49. bool CheckUnloadPossible(GameObject *obj_, float _x, float _y, float _z);
    50. bool HasEnclosedPerson() const;
    51. bool SetEnclosedPerson(const char* name);
    52. bool RemoveEnclosedPerson();
    53. float GetValidLandingAngle(GameObject *target_, const Vector &Pos_) const;
    54. float IsValidLandingPosition(GameObject *target_, float x_, float y_, float z_) const;
    55. bool IsValidRopeDropPosition(GameObject *target_, const Vector &Pos_) const;
    56. bool IsValidEngineerDropPosition(GameObject *target_, const Vector &Pos_) const;
    57. bool IsValidRopeDropPosition(GameObject *target_, float x_, float y_, float z_) const;
    58. bool FindReachablePosition(GameObject* obj_, Vector &Pos_) const;
    59. bool FindReachablePosition(GameObject* obj_, float &tx_, float &ty_, float &tz_);
    60. bool CanBeDropped(const Vector &Pos_) const;
    61. bool CanBeDropped(float x_, float y_, float z_);
    62. bool CanBeDropped(GameObject* obj_);
    63. bool CanBeTaken(GameObject* obj_);
    64. int FindLandingStage(bool tfmb_, Vector &Pos_, float distFactor) const;
    65. int FindLandingStage(bool tfmb_, float &x_,float &y_, float &z_, float distFactor);
    66. bool FindLandingStageFMB(Vector &Pos_, float distFactor) const;
    67. bool FindLandingStageFMB(float &x_,float &y_, float &z_, float distFactor);
    68. int IsInLandingStage(bool tfmb_, Vector &Pos_, float distFactor) const;
    69. int IsInLandingStage(bool tfmb_, float &x_,float &y_, float &z_, float distFactor);
    70. bool IsReady() const; // only for fgrr
    71. bool IsOnGround() const;
    72. bool IsSearchlightOn() const;
    73. bool IsLightOn() const;
    74. bool HasTransportOnStretcher() const;
    75. bool HasEngineerOnBoard() const;
    76. GameObject GetFollowTarget() const;
    77. int GetBridgeInstallPoint(Vector &Pos_) const;
    78. int GetBridgeInstallPoint(float &x_, float &y_, float &z_);
    79. bool CheckExtinguishDistance(const GameObject &Object_);
    80. const char *GetStandardPath();
    81. void EnableAutoTarget(bool enable_);
    82. void SetIgnoreUserData(int data_);
    83. bool WasStoppedByRoadblock() const;
    84. bool IsDriveByShooting() const;
    85. bool AddRifleToGetawayCar();
    86. void ShootOutOfGetawayCar(GameObject *target_, float damage_);
    87. bool SetAutoShoot(bool enable_);
    88. bool GetAutoShoot() const;
    89. FireObject GetFireObject();
    90. void PlayAnimOpenDoor(DoorActionType doorType_, float time_, GameObject *Caller_=NULL);
    91. void PlayAnimOpenDoor(const char *name_, float time_, GameObject *Caller_=NULL); //Ab Version 1.3
    92. void PlayAnimCloseDoor(DoorActionType doorType_, float time_, GameObject *Caller_=NULL);
    93. void PlayAnimCloseDoor(const char *name_, float time_, GameObject *Caller_=NULL); //Ab Version 1.3
    94. bool IsConnectorFree() const;
    95. bool GetUsedConnectorPosition(GameObject *Caller_, Vector &Pos_);
    96. int GetNumUsedConnectors() const; //Ab Version 1.3
    97. bool IsUsingConnector(GameObject *Caller_);
    98. bool CanUnloadTransEvac() const;
    99. bool AddSquad(Person *person_);
    100. bool IsFirefighter() const;
    101. bool IsAmbulance() const;
    102. bool IsThw() const;
    103. bool IsPolice() const;
    104. bool IsCivilCar() const;
    105. void Damage(float amount_);
    106. bool AddTrainWaggon(GameObject *waggon_);
    107. bool RemoveTrainWaggon(GameObject *waggon_); //Ab Version 1.3
    108. int GetNumTrainWaggons(); //Ab Version 1.3
    109. void SetWaterStreamStartWidth(float width_); //Ab Version 1.3
    110. float GetWaterStreamStartWidth() const; //Ab Version 1.3
    111. void SetWaterStreamEndWidth(float width_); //Ab Version 1.3
    112. float GetWaterStreamEndWidth() const; //Ab Version 1.3
    113. int GetHeliSound();
    114. void SetSirenFile(const char * sirenFile_);
    115. };
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