Table Of Contents
SDK-Update für Patch 1.3
At the request of the community, Patch 1.3 has been added to EMERGENCY 4 in order to add new scripting features that offer new possibilities for scripting.Camera
FireObject
Object
Source Code
- int Game::GetNumInjuredPersonNotOnTransport(bool ignoreDead_ = false);
- void Game::SetNavigatorCounter(const char* counter_);
- const Game::char* GetNavigatorCounter();
- bool Game::ExistsPickableAnimal();
- bool Game::GetGameString(const char *name_, char *buffer_, int maxcount_);
- bool Game::IsHomicideEventRunning();
- int Game::GetMaxParkingSpace();
- void Game::SetMaxParkingSpace(int space_);
- float Game::GetGlobalEventFrequencyFactor();
- void Game::SetGlobalEventFrequencyFactor(float factor_);
- float Game::GetTimeActivePlayerSwitchMP();
- void Game::SetTimeActivePlayerSwitchMP(float time_);
- int Game::ShowEvent(const char* Text_, Vector Position_); // returns ID of the event
- bool Game::SetEventFinished(int eventID_, bool succesful_, int reward_);
- bool Game::IsPositionAcceptable(Vector Position_);
GameObject
Source Code
- bool GameObject::IsCommandable() const;
- void GameObject::PauseParticleEffect();
- void GameObject::ResumeParticleEffect();
- void GameObject::PauseParticleEffectChild(const char *name_);
- GameObjectList GameObject::GetObjectsWithNameInRange(float radius_, const char* name_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
- Vector GameObject::GetChildPosition(const char* name_) const;
- void GameObject::SetEffect(const char* effect_, const char* params_);
- void GameObject::PushActionShoot(ActionInsertMode Mode_, int TargetID_);
- void GameObject::PushActionUsePath(ActionInsertMode Mode_, const char *Path_, float Speed_ = 0.f, bool forward_ = true);
- void GameObject::PushActionUsePath(ActionInsertMode Mode_, Path *Path_, bool Forward_, float Speed_ = 0.f, bool forceUseRF_ = false);
- void GameObject::PushActionScoutArea(ActionInsertMode Mode_);
- void GameObject::PushActionCheckVictim(ActionInsertMode Mode_, Person *Person_, float WaitTime_);
- void GameObject::AttachSound(int soundRef_);
- void GameObject::UnattachSound(int soundRef_);
Input
Interface
OpenHouse
Person
Source Code
- bool Person::IsInSight(int TargetID_) const;
- void Person::Carried(bool carried_, bool hide_, GameObject *carrier_ = NULL);
- void Person::SetSpreadAngle(float angle_);
- void Person::SetSightAngle(float angle_);
- bool Person::IsCarWithPrefixInRange(float radius, const char* prefix, int &id);
- bool Person::GetDisableGangsterSymbol();
- void Person::SetDisableGangsterSymbol(bool disable_);
- void Person::SetDogPerceptionRange(float range_);
- float Person::GetDogPerceptionRange();
- void Person::SetUpgradeLevel(int level_);
- int Person::GetUpgradeLevel() const;
- bool Person::IsVictim() const;
Vehicle
Source Code
- void Vehicle::SetMaxEnergy(float energy_);
- void Vehicle::PlayAnimOpenDoor(const char *name_, float time_, GameObject *Caller_=NULL);
- void Vehicle::PlayAnimCloseDoor(const char *name_, float time_, GameObject *Caller_=NULL);
- int Vehicle::GetNumUsedConnectors() const;
- bool Vehicle::RemoveTrainWaggon(GameObject *waggon_);
- int Vehicle::GetNumTrainWaggons();
- void Vehicle::SetWaterStreamStartWidth(float width_);
- float Vehicle::GetWaterStreamStartWidth() const;
- void Vehicle::SetWaterStreamEndWidth(float width_);
- float Vehicle::GetWaterStreamEndWidth() const;
Weather
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