Table Of Contents
List are responsible for searching and save actors in lists. You can take single actors from the lists and control them by scripts.
If you create a list without any further definitions, the list will load all objects from the EMERGENCY 4 modification, this costs very much performance. For this reason, you can define what kind of actors lists should search. The following list searchs only objects, which have the name 'engine'.
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If you create a list without any further definitions, the list will load all objects from the EMERGENCY 4 modification, this costs very much performance. For this reason, you can define what kind of actors lists should search. The following list searchs only objects, which have the name 'engine'.
Defined lists
List ActorList
Source Code
List GameObjectList
Source Code
- class GameObjectList
- {
- public :
- GameObjectList();
- GameObjectList(const char *Name_);
- GameObjectList(const GameObjectList &Copy_);
- GameObjectList GetGameObjects();
- GameObjectList GetGameObjects(GameObjectType type_);
- GameObjectList GetGameObjects(const char *Name_);
- GameObjectList GetGameObjectsWithPrefix(const char* Prefix_);
- GameObjectList GetSelectedGameObjects()
- ~GameObjectList();
- inline int GetNumObjects() const { return mNumObjects; }
- GameObject *GetObject(int Index_) const;
- int GetNumBurningObjects() const;
- int GetNumObjectsWithStatus(int status_);
- bool ContainsSquad() const;
- bool ContainsNonSquad() const;
- bool ContainsPoliceSquad() const;
- const GameObjectList& operator=(const GameObjectList &Copy_);
- };
List PersonList
Source Code
- class PersonList
- {
- public :
- PersonList();
- PersonList(const char *Name_);
- PersonList(PersonRole role_);
- PersonList(const PersonList &Copy_);
- ~PersonList();
- inline int GetNumPersons() const { return mNumObjects; }
- Person *GetPerson(int Index_) const;
- const PersonList& operator=(const PersonList &Copy_);
- };
List VehicleList
Source Code
- class VehicleList
- {
- public :
- VehicleList();
- VehicleList(const char *Name_);
- VehicleList(VehicleType min_, VehicleType max_); // only vehicles with types in given range (inclusive min and max)
- VehicleList(const VehicleList &Copy_);
- ~VehicleList();
- inline int GetNumVehicles() const { return mNumObjects; }
- Vehicle *GetVehicle(int Index_) const;
- const VehicleList& operator=(const VehicleList &Copy_);
- };
List FireObjectList
Source Code
- class FireObjectList
- {
- public :
- FireObjectList();
- FireObjectList(const char *Name_);
- FireObjectList(const FireObjectList &Copy_);
- ~FireObjectList();
- inline int GetNumFireObjects() const { return mNumObjects; }
- FireObject *GetFireObject(int Index_) const;
- const FireObjectList& operator=(const FireObjectList &Copy_);
- };
List OpenHouseList
Source Code
- class OpenHouseList
- {
- public :
- OpenHouseList();
- OpenHouseList(const char *Name_);
- OpenHouseList(const OpenHouseList &Copy_);
- ~OpenHouseList();
- inline int GetNumOpenHouses() const { return mNumObjects; }
- OpenHouse *GetOpenHouse(int Index_) const;
- const OpenHouseList& operator=(const OpenHouseList &Copy_);
- };
List PathList
Source Code
List SpawnPointList
Source Code
- class SpawnPointList
- {
- public :
- SpawnPointList();
- SpawnPointList(const char *Name_);
- SpawnPointList(const SpawnPointList &Copy_);
- ~SpawnPointList();
- inline int GetNumSpawnPoints() const { return mNumObjects; }
- SpawnPoint *GetSpawnPoint(int Index_) const;
- const SpawnPointList& operator=(const SpawnPointList &Copy_);
- };
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