1 Aufzählung der CommandGroups
Code
enum CommandGroup
{
CGROUP_DEFAULT = 0,
CGROUP_ARREST = 1,
CGROUP_FIREHOSE = 2,
CGROUP_CARRY_PERSON = 3,
CGROUP_PULLING = 4,
CGROUP_DLK_BASKET = 5,
CGROUP_LIGHT = 6,
CGROUP_CANNON_WAW = 7,
CGROUP_DRAW_WEAPON = 8,
CGROUP_INSTALL = 9,
CGROUP_SEARCHLIGHT = 10,
CGROUP_SHIPDROP = 11,
CGROUP_UNLOADVEHICLE = 12,
CGROUP_BUCKET = 13,
CGROUP_DOG = 14,
CGROUP_PICKUP = 15,
CGROUP_CRANE = 16,
CGROUP_GETEQUIPMENT = 100,
};
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2 Aufzählung der CommandRestrictions
Code
enum CommandRestriction
{
RESTRICT_NONE
RESTRICT_LOCKED
RESTRICT_USABLE
RESTRICT_BULLDOZABLE
RESTRICT_TRANSPORTABLE
RESTRICT_ACCESSIBLE
RESTRICT_COOLABLE
RESTRICT_SHOOTABLE
RESTRICT_CUTABLE
RESTRICT_MEGAPHONE
RESTRICT_RECOVERABLE
RESTRICT_FLOTSAM
RESTRICT_NOTDESTROYED
RESTRICT_CARRYABLE_BD
RESTRICT_HASFIREEXT
RESTRICT_HASSHEARS
RESTRICT_HASCHAINSAW
RESTRICT_HASJUMPPAD
RESTRICT_HASROADBLOCK
RESTRICT_HASFLASHGRENADE
RESTRICT_HASFIREAXE
RESTRICT_HASFIREHOSE
RESTRICT_PULLABLE
RESTRICT_BURNING
RESTRICT_NOTBURNING
RESTRICT_LINKED
RESTRICT_NOTLINKED
RESTRICT_INJURED
RESTRICT_NOTINJURED
RESTRICT_ARRESTED
RESTRICT_NOTARRESTED
RESTRICT_IDLE
RESTRICT_SELFEXECUTE
};
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3 Aufzählung der CommandRestriction2
Code
enum CommandRestriction2
{
RESTRICT2_NONE
RESTRICT2_ISHYDRANT
RESTRICT2_CANBEPICKEDUP
RESTRICT2_ISHYDRANTORSELF
};
4 Aufzählung der CommandPossibleExits
Code
enum CommandPossibleExists
{
CPE_CUTABLE_OBJECTS
CPE_LOCKED_HOUSE
CPE_HOUSE_FOR_JUMPPAD
CPE_CAR_W_ENCLOSED_PERSON
CPE_FREE_HOSE_CONNECTION
CPE_COOLABLE_OBJECTS
CPE_NONIJURED_PERSON
CPE_FREE_DLK
CPE_ACCESSIBLE_HOUSE
CPE_EXTINGUISHABLE_OBJECTS
CPE_OBJECTS_PULLABLE
CPE_REPAIRABLE_CAR
CPE_ASKABLE_PERSON
CPE_INJURED_PERSON
CPE_WOUNDED_SQUAD
CPE_USABLE_WM_OBJECTS
CPE_DROWNING_PERSONS
CPE_ALWAYS
};
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5 Aufzählung der CommandFireHoseNeeds
6 Aufzählung der MoveModes
Code
enum MoveMode
{
MOVE_ABORT,
MOVE_TO_POSITION,
MOVE_INTO_HOUSE,
MOVE_HOUSE_TO_HOUSE,
MOVE_HOUSE_TO_POSITION,
};
7 Struktur der MoveResults
Code
struct MoveResult
{
MoveMode Mode;
Vector Target;
Vector Intermediate1;
Vector Intermediate2;
bool UnInstall, BasketDown;
OpenHouse EnterHouse;
OpenHouse LeaveHouse;
};
8 Definierte Funktionen
Code
class CommandScript
{
public :
CommandScript(const char *Class_, const char *Object_);
virtual ~CommandScript();
void SetBitmapName(const char *Name);
void SetActionCursor(const char *Name);
void SetIcon(const char *Name);
void SetCursor(const char *Name);
void SetCommandName(const char *Name);
void SetInfotextVisible(bool Visible);
void SetValidTargets(int Types_);
void SetDoubleClickable(bool DblClickable_);
void SetActivationByLeftClick(bool byLeftClick_);
void SetGroupID(int ID_);
void SetGroupLeader(bool IsLeader_);
void SetRestrictions(int Restrictions_);
void AddRestriction(CommandRestriction Restriction_);
void RemoveRestriction(CommandRestriction Restriction_);
int GetRestrictions() const;
void SetRestrictions2(int Restrictions_);
void AddRestriction2(CommandRestriction2 Restriction_);
void RemoveRestriction2(CommandRestriction2 Restriction_);
int GetRestrictions2() const;
void SetHighlightingEnabled(bool enabled_);
void SetKeepAsCurrentCommand(bool keep_);
void SetDeselectCaller(bool deselect_);
void SetPossibleExists(int Exists_);
void SetPossibleEquipment(int Equipment_);
void SetPossibleCallers(int Types_);
void SetNeedsConnectedHose(CommandFirehoseNeed NeedsHose_);
void SetNeedsCarWithFlagSet(int Flag_);
void SetPriority(int Priority_);
void SetSelfClickActivation(bool activate_);
MoveResult CheckMoveConditions(GameObject *Caller, Actor *Target, int ChildID);
bool IsEnterCarPossible(GameObject *Caller);
};
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