== 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.
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.
1 Camera
2 FireObject
3 Object
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_);
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4 GameObject
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_);
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5 Input
Code
bool Input::LShiftPressed();
bool Input::RShiftPressed();
bool Input::LCtrlPressed();
bool Input::RCtrlPressed();
6 Interface
7 OpenHouse
8 Person
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;
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9 Vehicle
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;