Files
GTASource/game/script/commands_object.h
expvintl 419f2e4752 init
2025-02-23 17:40:52 +08:00

47 lines
1.9 KiB
C++

#ifndef _COMMANDS_OBJECT_H_
#define _COMMANDS_OBJECT_H_
// Forward declarations
class CObject;
namespace object_commands
{
// bCalledByScriptCommand will be false if this function is called when loading from memory card
// PoolIndex is only used when loading from the memory card. It will be -1 in all other cases
void ObjectCreationFunction(int ObjectModelHashKey, float NewX, float NewY, float NewZ, bool bWithZOffset, bool bCalledByScriptCommand, s32 PoolIndex, int& iNewObjectIndex, bool bRegisterAsNetworkObject, bool bScriptHostObject, bool bForceToBeObject = false);
void DeleteScriptObject(CObject *pObject);
int GetInteriorAtCoords(Vector3 &vecCoords);
void SetupScriptCommands();
s32 CommandGetCompositeEntityAt(const scrVector & scrVecCoors, float Radius, const char* pRayFireName );
s32 CommandGetCompositeEntityAtInternal(const scrVector & scrVecCoors, float Radius, const atHashString& RayfireName );
void CommandSetCompositeEntityState(int iCompEntityIndex, int targetState);
s32 CommandGetCompositeEntityState(int iCompEntityIndex);
void CommandDoorSystemSetState(int doorEnumHash, int doorState, bool network, bool flushState);
bool CommandIsDoorClosed(int doorEnumHash);
enum eAnimatedBuildingRateFlags
{
AB_RATE_RANDOM = (1<<0),
};
enum eAnimatedBuildingPhaseFlags
{
AB_PHASE_RANDOM = (1<<0),
};
void CommandSetNearestBuildingAnimRate(const scrVector & scrVecCentreCoors, float Radius, s32 ModelHashKey, float Rate, int RateFlags);
void CommandGetNearestBuildingAnimRate(const scrVector & scrVecCentreCoors, float Radius, s32 ModelHashKey, float &ReturnRate);
void CommandSetNearestBuildingAnimPhase(const scrVector & scrVecCentreCoors, float Radius, s32 ModelHashKey, float Phase, int PhaseFlags);
void CommandGetNearestBuildingAnimPhase(const scrVector & scrVecCentreCoors, float Radius, s32 ModelHashKey, float &ReturnPhase);
}
#endif // _COMMANDS_OBJECT_H_