1 List of ActorTypes
Code
enum ActorType
{
ACTOR_UNKNOWN
ACTOR_FLOOR
ACTOR_OBJECT
ACTOR_HOUSE
ACTOR_VEHICLE
ACTOR_PERSON
ACTOR_LIQUID
ACTOR_VIRTUAL
ACTOR_FIREOBJECT
ACTOR_PATH
ACTOR_FORCEFIELD
ACTOR_FORCEVOLUME
ACTOR_TRIGGER
ACTOR_STREET
ACTOR_OPEN_HOUSE
ACTOR_SPAWNPOINT
ACTOR_DETAILPOLYGON
ACTOR_WAITINGPOINT
ACTOR_AMBIENTPOLYGON
ACTOR_BRIDGEINSTALLPOINT
ACTOR_STOPPINGPOINT
};
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2 List of TargetPoints
Code
enum TargetPoint
{
TARGET_ANY,
TARGET_EQUIPMENTDOOR,
TARGET_SHEARSDOOR,
TARGET_PASSENGERDOOR,
TARGET_REARDOOR,
TARGET_FIREHOSE_HOOKUP,
TARGET_ENGINE,
TARGET_EXTINGUISH,
TARGET_ENGINE_EXTINGUISH,
TARGET_AXE,
TARGET_CHAINSAW,
TARGET_ENTRANCEDOOR,
TARGET_MEGAPHONE_DISTANCE,
TARGET_DLK_BASKET,
TARGET_LOADUP,
TARGET_ENTRY_WINDOW_PARKING,
TARGET_DLK_BASKET_BASE,
TARGET_TREATMENT,
TARGET_UNLOAD,
TARGET_ENTRY_WINDOW,
TARGET_INSTALL_FGRB,
TARGET_SHOOT,
TARGET_FOLLOW,
TARGET_DLK_EXTINGUISH,
TARGET_UNLOAD_TFMB,
TARGET_FLAME_EFFECT,
TARGET_CROSS_BRIDGE,
TARGET_OPPOSITE_BRIDGE,
TARGET_EXTINGUISH_PERSON,
TARGET_PONTON_BRIDGE,
TARGET_TOUCHPERSON,
TARGET_USE,
TARGET_OBJECTSURFACE,
TARGET_FREE_CONNECTOR,
TARGET_RANDOM,
TARGET_HOUSE_SAFE_DISTANCE,
TARGET_MAX,
};
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3 List of TerrainClasses
Code
enum TerrainClass
{
TERRAIN_ANYTHING,
TERRAIN_CAR,
TERRAIN_TRUCK,
TERRAIN_OFFROAD,
TERRAIN_TRACKVEHICLE,
TERRAIN_BOAT,
TERRAIN_SHIP,
TERRAIN_DIVER,
TERRAIN_AIRPLANE,
TERRAIN_CIVILIAN,
TERRAIN_SQUAD,
TERRAIN_SQUADCAR,
TERRAIN_HELILANDING,
TERRAIN_ANIMAL,
TERRAIN_VIRTUALFLOOR,
TERRAIN_TRAFFIC,
TERRAIN_NUMCLASSES
};
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4 Defined functions
Code
const char *GetName();
virtual Vector GetPosition() const;
virtual void SetPosition(const Vector &v_);
Vector GetTargetPoint(Actor *Initiator, TargetPoint Pnt);
Vector GetTargetPoint(Actor &Initiator, TargetPoint Pnt);
float GetBoundingRadius();
float GetBoundingRadiusXY();
float GetBoundingRadiusDistXYToObject(Actor *Target_);
virtual void DrawBoundingBox(unsigned char red_=255, unsigned char green_=255, unsigned char blue_=255);
bool SetVirtualObjectTerrain(const char* terrain_);
bool SetTerrain(TerrainClass terrain_);
bool RemoveFromRouter();
virtual bool IsValid() const; //!< returns true if this actor has a valid world representation
ActorType GetType() const;
void Show();
void Hide();
bool IsHidden();
int GetID() const;
bool HasName(const char *Name_);
bool HasNamePrefix(const char *Name_);
const Actor& operator=(const Actor &Obj_);
void SetUserData(int Data);
int GetUserData() const;
bool IsInsideVirtualObject(Vector &pos);
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