GameObject (EM4)

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  • Namespace / class 'GameObject'
    List of GameObjectTypes

    Code
    enum GameObjectType
    {
    	TYPE_UNKNOWN,
    	TYPE_OBJECT,
    	TYPE_PERSON,
    	TYPE_HOUSE,
    	TYPE_VEHICLE,
    	TYPE_OPEN_HOUSE,
    };


    List of FloorPlacement


    Code
    enum FloorPlacement
    {
    	PLACEMENT_NONE,				// Free rotable and positionable
    	PLACEMENT_AXISALIGNED,		        // Object won't be rotated, pivot with offset sets the height
    	PLACEMENT_BOXALIGNED,			// Object free rotatable, Boundingbox points with offset set the height
    	PLACEMENT_ALIGNED_CORNERS,	        // Edges of the bounding box set the height and direction, the lower edges of the bounding box are responsible
    	PLACEMENT_ALIGNED_SAMPLED,	        // More accurate as bounding boxes, take more time
    	PLACEMENT_PHYSICS,			// Use physics, not available ingame!
    	PLACEMENT_CUSTOM_PLACEMENT	        // Placement will be calculated by class (e.g. vehicle, person...)
    };


    List of PhysicCollisionModes


    List of EnergyTypes


    List of ObjectFlags

    List of ObjectBurnStatus

    Code
    enum ObjectBurnStatus
    {
    	OBS_NORMAL			= 0x01,	// object is in normal mode / visible in normal mode
    	OBS_HALFBURNED		        = 0x02,	// object is halfburned / visible in halfburned mode
    	OBS_FULLBURNED		        = 0x04,	// object is fullburned / visible in fullburned mode
    };

    List of TrafficLightTypes

    Code
    enum TrafficLightType
    {
    	TLT_NONE,
    	TLT_GREEN,
    	TLT_YELLOW,
    	TLT_RED,
    };

    List of BlinkerLightTypes

    Code
    enum BlinkerLightType
    {
    	BLT_NONE,
    	BLT_LEFT,
    	BLT_RIGHT,
    	BLT_BOTH,
    };

    List of HaltTypes

    Code
    enum HaltType
    {
    	HALT_PERSONS,
    	HALT_VEHICLES,
    	HALT_BOTH,
    };

    List of ContaminationTypes

    Code
    enum ContaminationType
    {
    	CONTAMINATION_ATOMIC,
    	CONTAMINATION_CHEMICAL,
    	CONTAMINATION_BIOLOGICAL,
    };

    List of ActionParameters

    Code
    union ActionParameters
    {
    	float fValue;
    	int iValue;
    	bool bValue;
    	char *cValue;
    	class Actor *aValue;
    	void *pValue;
    };

    Structure of ActionCallbacks

    Code
    struct ActionCallback
    {
    	class GameObject *Owner;
    	ActionParameters Parameters[8];
    	ActionCallback();
    };

    Defined functions