Table Of Contents
Defined functions
Source Code
- namespace Game
- {
- ActorList GetActors();
- ActorList GetActors(const char *Name_);
- ActorList GetActors(ActorType type_);
- Actor GetActor(int ID_);
- int GetNumActors(ActorType type_);
- int GetNumInjuredPersonNotOnTransport();
- int GetNumInjuredPersonNotOnTransport(bool ignoreDead_ = false); //Since version 1.3
- GameObjectList GetGameObjects();
- GameObjectList GetGameObjects(GameObjectType type_);
- GameObjectList GetGameObjects(const char *Name_);
- GameObjectList GetGameObjectsWithPrefix(const char* Prefix_);
- GameObjectList GetSelectedGameObjects();
- int GetNumSelectedGameObjects();
- bool IsParamedicWithInjuredInSelection(GameObject *Caller_);
- PersonList GetParamedics();
- PersonList GetDoctors();
- PersonList GetFirefighters();
- GameObject CreateObject(const char* Prototype_, const char *Name_);
- Person CreatePerson(const char *Prototype_, const char *Name_);
- Vehicle CreateVehicle(const char* Prototype_, const char *Name_);
- void RemoveGameObject(GameObject *obj_);
- bool ExecuteCommand(const char *Command_, GameObject *Caller_);
- bool ExecuteCommand(const char *Command_, GameObject *Caller_, Actor *Target_);
- float MetersToUnits(float Meters_);
- float UnitsToMeters(float Units_);
- void PrintObjectText(Actor &Obj_, const char *Text_);
- bool LoadMap(const char* MapName_);
- void ScheduleMissionStart(int Mission_, bool isNewMission_ = false);
- void PlayEmitter(const char *File_, const Vector &Pos_);
- float GetGameSpeed();
- void SetGameSpeed(float Speed_);
- float GetLastTickDuration();
- float GetRealTime();
- float GetTime();
- void SetDefaultMessageGroup(const char* Default_);
- void ShowHelpText(const char *Text_, float Duration_ = -1.0f);
- void ShowHelpTextWindow(const char *Text_, float Duration = -1.0f);
- void CloseHelpTextWindow();
- void SetNavigatorCounter(const char* counter_); //Since version 1.3
- const char* GetNavigatorCounter(); //Since version 1.3
- bool CollectObstaclesOnPath(const char* path, GameObjectList &list);
- bool CollectObstaclesOnTrigger(const char* trigger, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
- bool CollectObstaclesOnVirtualObject(const char* vobj, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
- bool IsSquadInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON|ACTOR_VEHICLE);
- bool IsCivilianInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON, bool isInjured_=false);
- bool IsSquadInVirtualObject(const char* vobj);
- bool IsCivilianInVirtualObject(const char* vobj);
- bool IsBurningObjectInVirtualObject(const char* vobj);
- void HideObjects(const GameObjectList &list);
- void ShowObjects(const GameObjectList &list);
- int GetNrObjectsWithFlagSet(int flag_);
- bool ExistsObjectWithFlagSet(int flag_);
- bool ExistsNormalObjectWithFlagSet(int flag_); //checks only objects with status != FULLBURNED, which arent hidden
- bool ExistsFreeLandingStage(bool tfmb_);
- bool ExistsFreeBridgeInstallPoint();
- bool ExistsFreeTFMB();
- bool ExistsFreeFMB();
- bool ExistsFreeDLKInstallPosition();
- bool ExistsEmptyFGRR_TRL();
- bool ExistsEmptyFGRR_RL();
- bool ExistsCoolableobject();
- bool ExistsExtinguishableObject();
- bool ExistsDrowningPerson();
- bool ExistsInjuredPerson();
- bool ExistsNonInjuredPerson();
- bool ExistsWoundedSquad();
- bool ExistsAccessibleHouse();
- bool ExistsFreeRescueDog();
- bool ExistsPickableAnimal(); //Since version 1.3
- bool ExistsDiveArea();
- bool ExistsCarWithEnclosedPerson();
- bool ExistsCutableObject();
- bool ExistsLockedHouse();
- bool ExistsFreeHoseConnection();
- bool ExistsAskablePerson();
- bool ExistsFreeDLK();
- bool ExistsRepairableCar();
- bool ExistsHouseForJumpad();
- bool ExistsInstalledJumppad();
- bool ExistsInstalledRoadblock();
- bool ExistsFreeVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
- bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
- bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
- bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
- bool ExistsFreeSquadVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
- bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
- bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
- bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
- bool ActivateTrigger(const char *name);
- bool DeactivateTrigger(const char *name);
- bool ActivateWaitingPoint(const char *name_);
- bool DeactivateWaitingPoint(const char *name_);
- bool IsInTrigger(const char *name, const Vector &Pos_);
- void CreateAreaLightsAroundTrigger(const char *name_, const char *nameForLights_, float gap_);
- bool ActivateLiquid(const char *name);
- bool DeactivateLiquid(const char *name);
- bool IsWater(const Vector &Pos_, bool ignoreHeight_ = true);
- bool IsSubmergible(const Vector &Pos_);
- bool IsHomicideEventRunning(); //Since version 1.3
- int GetPhysicsStep();
- int GetTick();
- bool GetGameString(const char *name_, char *buffer_, int maxcount_); //Since version 1.3
- bool FindFreePosition(GameObject *obj_, Vector &Pos_, float radius_ = 100.0f);
- bool FindAvailablePosition(GameObject *obj_, Vector &Pos_, float radius_ = 50.0f, bool allowHouses_ = true);
- bool GetPotentialCollisions(Actor *obj_, ActorList &list_, float radius_, unsigned int typefilter_);
- bool IsPositionAcceptable(Vector Position_); //Since version 1.3
- int GetMaxParkingSpace(); //Since version 1.3
- void SetMaxParkingSpace(int space_); //Since version 1.3
- void ExtinguishAllFires();
- void ActivateSceneLens(bool active_);
- void StopAmbientSound(const char* name_);
- void SetAmbientSoundVolumeByName(const char *name_, float volume_);
- void SetAmbientSoundVolumeBySound(const char *sound_, float volume_);
- void SetObjectsSelectable(bool enable_);
- void SetMapBoundsBlockCamera(bool enable_);
- void ForceShowContextMenu(bool enable_);
- void EnableMultiSelection(bool enable_);
- void GetTime(int &hour_, int &minute_, int &second_);
- void SetTime(int hour_, int minute_, int second_);
- int GetTimeSpeed();
- void SetTimeSpeed(int speed_);
- float GetGroundHeight(float posx_, float posy_);
- float GetFloorHeight(float posx_, float posy_);
- float GetGlobalEventFrequencyFactor(); //Since version 1.3
- void SetGlobalEventFrequencyFactor(float factor_); //Since version 1.3
- float GetTimeActivePlayerSwitchMP(); //Since version 1.3
- void SetTimeActivePlayerSwitchMP(float time_); //Since version 1.3
- void DrawPermanentLine(Vector &start, Vector &end, int R, int G, int B);
- Vector GetCommandPos();
- GameMode GetGameMode();
- bool HasNamePrefix(const char* Name_, const char *Prefix_);
- void EnableUpdateMissionOnPause(bool enable_);
- int ShowEvent(const char* Text_, Vector Position_); // returns ID of the event, since version 1.3
- bool SetEventFinished(int eventID_, bool succesful_, int reward_); //Since version 1.3
- bool IsFreeplay();
- bool IsMultiplayer();
- bool IsCampaign();
- bool IsMission();
- void AddToGroup(GameObject *object_, int group_);
- bool RemoveFromGroup(GameObject *object_, int group_);
- bool IsInGroup(GameObject *object_, int group_);
- };
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