Emergency 20 Dokumentation  4.2.0
qsf::Action Class Referenceabstract

Abstract action base class. More...

#include <Action.h>

Inheritance diagram for qsf::Action:
qsf::Object em5::AreaExtinguishAction em5::ArrestGangsterAction em5::ArrivedAtBaseAction em5::ArrivedAtDespawnAction em5::AttackBuildingAction em5::BeStunnedAction em5::BeThrownWeaponAction em5::BreakBuildingDoorOpenAction em5::CancelDogSearchAction em5::ChangeMaskAction em5::ChangeSuitAction em5::CleanHomeAction em5::ClearBarrierAction em5::CloseQuartersCombatAction em5::CombineDogWithLeaderAction em5::ConnectHydrantAction em5::CutRoadVehicleAction em5::CutTreeAction em5::DecontaminatePersonAction em5::DecontaminatePersonHelperAction em5::DefuseBombAction em5::DemonstrateAction em5::DeployRescueBusAction em5::DestroyParticleAction em5::DisappearAction em5::DisconnectHydrantAction em5::DLKDeployAction em5::DLKSavePersonAction em5::DLKUndeployAction em5::DogAttackGangsterAction em5::DropEquipmentAction em5::DrunkenPersonOverboardAction em5::EnterBoatAction em5::EnterBuildingAction em5::EnterVehicleAction em5::EvacuateBuildingAction em5::ExitBuildingAction em5::ExitVehicleAction em5::ExtinguishFireAction em5::FallDownHangingPersonAction em5::FearGangsterAction em5::FireHoseCheckAction em5::FullBrakeAction em5::GetEquipmentAction em5::GettingRedirectedAction em5::GuidePersonAction em5::HelicopterFollowAction em5::HuntAndShootAction em5::InjuredAction em5::LandDroneAction em5::LandHelicopterAction em5::LiftUpByCraneAction em5::LinearMoveAction em5::LoadBoatToTransporterAction em5::MultiplayerDummyAction em5::PickupContaminatedPersonAction em5::PickupDiverAction em5::PickupDrowningPersonByBoatAction em5::PickupDrowningPersonLandAction em5::PickupDrowningPersonWithDiverAction em5::PickupPersonByFlyingHeliAction em5::PickupPersonByParamedicAction em5::PickupVehicleByTowcarAction em5::PlaceBarrierPoleAction em5::PlacePersonAction em5::PlacePersonByFlyingHeliAction em5::PlacePersonFromBoatAction em5::PlacePersonWithDiverAction em5::PlagueQuickTestAction em5::PlayAnimationAction em5::PlayAudioAction em5::PlayHintAction em5::PullObjectAction em5::PullPersonAction em5::PutPersonInBoatAction em5::RabidDogAttackVictimAction em5::ReachVictimAction em5::RedirectTrafficAction em5::RepairOrUseAction em5::RescueDogLocateVictimAction em5::RescuePersonFromBuildingAction em5::RescueWitchAction em5::ReservateTargetAction em5::RobberCombatAction em5::RobotScanAction em5::RopeDownSEKFromHelicopterAction em5::RopingFromHelicopterAction em5::SearchBombInBuildingAction em5::SEKDroneSearchAction em5::SendDogForSearchAction em5::SendPlagueVictimHomeAction em5::SetFireAction em5::SetInvincibleAction em5::ShootAction em5::SignalAction em5::SpawnUnitAction em5::SpeakToHostageTakerAction em5::SpeakToPersonAction em5::StartDroneAction em5::StartHelicopterAction em5::StopGuidePersonAction em5::ThrowWeaponAction em5::TrappedPersonFleeAction em5::TreatPersonAction em5::TurnToAction em5::UnloadBoatFromTransporterAction em5::UnloadCartAction em5::UnloadPersonFromVehicleAction em5::UnloadRobotFromTransporterAction em5::UseDivingSpotAction em5::UseEquipmentAction em5::UsePepperSprayAction em5::UseStunGrenadeAction em5::UseUmbrellaAction em5::WaitAtBarrierAction em5::WaitForEnterVehicleAction em5::WaitForEntityAction em5::WaitForRobotAction em5::WaitForSignalAction qsf::ai::MoveAction qsf::ai::PerceptionEventAction qsf::PlayAnimationAction qsf::ScriptAction qsf::TurnToAction qsf::WaitAction

Public Member Functions

virtual ~Action ()
 Destructor. More...
 
uint32 getTypeId () const
 Return the action's type ID. More...
 
ActionComponentgetComponent () const
 Return the owning action component. More...
 
EntitygetEntity () const
 Return the owning entity. More...
 
uint64 getEntityId () const
 Return the owning entity's ID. More...
 
MapgetMap () const
 Return the map the action's owning entity is in. More...
 
process::State getState () const
 Return the action's process state. More...
 
action::Result update (const Clock &clock)
 Update the action. More...
 
void shutdown ()
 Called before the action gets removed. More...
 
void pause ()
 Called when the action gets interrupted by another action, but not removed. More...
 
action::Priority getPriority () const
 Get action priority. More...
 
void setPriority (action::Priority priority)
 Set action priority. More...
 
virtual void serialize (BinarySerializer &serializer)
 Serialize or deserialize the action using a binary serializer. More...
 
- Public Member Functions inherited from qsf::Object
virtual ~Object ()
 Destructor. More...
 
const camp::Class & getCampClass () const
 Return the CAMP class. More...
 
int getPropertyIndexById (const StringHash &propertyId) const
 Return the CAMP property index by using the unique class property ID. More...
 
uint32 getPropertyIdByIndex (int index) const
 Return the unique class property ID with the given index. More...
 
std::string getPropertyNameById (const StringHash &propertyId) const
 Return the CAMP property name by using the unique class property ID. More...
 
const camp::Property * getCampPropertyById (const StringHash &propertyId) const
 Return the CAMP property by using the unique class property ID. More...
 
void setPropertyValuesByString (const std::string &values)
 Set CAMP reflection property values by using a given string. More...
 
void setPropertiesToDefaultValues ()
 Set all CAMP reflection system properties to their default values. More...
 
void serializeToBoostPTree (boost::property_tree::ptree &pTree, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL) const
 
void serializeToBoostPTree (boost::property_tree::ptree &pTree, const camp::Class &campClass, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL) const
 
bool deserializeFromBoostPTree (const boost::property_tree::ptree &pTree, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL)
 
bool deserializeFromBoostPTree (const boost::property_tree::ptree &pTree, const camp::Class &campClass, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL)
 
void serializeToBinarySerializer (BinarySerializer &serializer, SerializationMode mode=MODE_MINIMAL, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL) const
 
void deserializeFromBinarySerializer (BinarySerializer &serializer, SerializationMode mode=MODE_MINIMAL, SerializationMethod serializationMethod=SERIALIZE_DIFFERENTIAL, bool setOverrideState=true)
 
virtual camp::Value getPropertyDefaultValue (const StringHash &propertyId) const
 
virtual PropertyOverrideState getPropertyOverrideState (const StringHash &propertyId) const
 
virtual bool setPropertyOverrideState (const StringHash &propertyId, PropertyOverrideState overrideState)
 
virtual void onPreDeserialize ()
 Called right before the object is deserialized using any of the above methods. Default implementation is empty. More...
 
virtual void onPostDeserialize ()
 Called right after the object was deserialized using any of the above methods. Default implementation is empty. More...
 
virtual ScriptgetAssociatedScript () const
 Return the script instance associated with this object instance. More...
 

Protected Member Functions

 Action (uint32 actionTypeId)
 Constructor. More...
 
virtual action::Result updateAction (const Clock &clock)=0
 Update the action. More...
 
virtual bool onStartup ()
 Called when the action gets active (i.e. switches to the "running" state) for the first time. More...
 
virtual void onShutdown ()
 Called before the action gets removed, in case it was active at least once since its creation. More...
 
virtual void onAbort ()
 Called before the action gets removed, in case it was never active. More...
 
virtual void onPause ()
 Called when the action gets interrupted by another action, but not removed. More...
 
virtual void onResume ()
 Called when the action gets active again after it was paused. More...
 
- Protected Member Functions inherited from qsf::Object
 Object ()
 Default constructor. More...
 

Protected Attributes

action::Priority mPriority
 Action with higher priority get evaluated first; default value is 100. More...
 
bool mIsScriptAction
 True if action is loaded via script. More...
 

Friends

class ActionComponent
 

Additional Inherited Members

- Public Types inherited from qsf::Object
enum  PropertyOverrideState { PROPERTY_INVALID, PROPERTY_DEFAULT, PROPERTY_OVERRIDE, PROPERTY_REMOVED }
 
enum  SerializationMethod { SERIALIZE_FLAT, SERIALIZE_COMPLETE, SERIALIZE_DIFFERENTIAL, SERIALIZE_IGNORE_UNKNOWN }
 
enum  SerializationMode { MODE_MINIMAL, MODE_COMPATIBLE }
 

Detailed Description

Abstract action base class.

Remarks
An action is an atomic piece of behavior. Entities may execute actions when they have an action component attached. An action defines the rules of the described behavior within its update function. Actions have a priority value that defines which other behavior may currently interrupt. The simple rule is that behavior with a higher priority is more important to execute and it may therefore interrupt all running actions with a lower priority. Fleeing to save your life will therefore have a high priority for example while idling around will have a minimal priority. Actions are non-copyable.
Note
  • TODO(vs) There is currently no automatism to ensure correct usage of priorities and it is the duty of every system that pushes actions onto a plan to pay attention to the priority. This could be tweaked.

Constructor & Destructor Documentation

qsf::Action::~Action ( )
inlinevirtual

Destructor.

qsf::Action::Action ( uint32  actionTypeId)
inlineprotected

Constructor.

Member Function Documentation

ActionComponent & qsf::Action::getComponent ( ) const
inline

Return the owning action component.

Entity& qsf::Action::getEntity ( ) const

Return the owning entity.

uint64 qsf::Action::getEntityId ( ) const

Return the owning entity's ID.

Map& qsf::Action::getMap ( ) const

Return the map the action's owning entity is in.

action::Priority qsf::Action::getPriority ( ) const
inline

Get action priority.

process::State qsf::Action::getState ( ) const
inline

Return the action's process state.

uint32 qsf::Action::getTypeId ( ) const
inline

Return the action's type ID.

void qsf::Action::onAbort ( )
inlineprotectedvirtual

Called before the action gets removed, in case it was never active.

Reimplemented in em5::LinearMoveAction, em5::SignalAction, and qsf::ai::PerceptionEventAction.

void qsf::Action::onPause ( )
inlineprotectedvirtual

Called when the action gets interrupted by another action, but not removed.

Reimplemented in em5::UsePepperSprayAction, and qsf::ai::MoveAction.

void qsf::Action::onResume ( )
inlineprotectedvirtual

Called when the action gets active again after it was paused.

Reimplemented in qsf::ai::MoveAction.

void qsf::Action::onShutdown ( )
inlineprotectedvirtual

Called before the action gets removed, in case it was active at least once since its creation.

Remarks
This method is called only if the action to be removed got an onStartup() call before; if this was not the case, onAbort() gets called instead

Reimplemented in em5::MoveAction, em5::DLKSavePersonAction, em5::TreatPersonAction, em5::CloseQuartersCombatAction, em5::RepairOrUseAction, em5::PlaceBarrierPoleAction, em5::PickupPersonByFlyingHeliAction, em5::PickupPersonByParamedicAction, em5::ExtinguishFireAction, em5::LinearMoveAction, em5::LiftUpByCraneAction, em5::CutRoadVehicleAction, em5::HuntAndShootAction, em5::PlayAnimationAction, em5::ArrestGangsterAction, em5::PickupVehicleByTowcarAction, em5::AreaExtinguishAction, em5::DemonstrateAction, em5::UsePepperSprayAction, em5::RescueDogLocateVictimAction, em5::PlagueQuickTestAction, em5::GuidePersonAction, em5::BreakBuildingDoorOpenAction, em5::PickupDrowningPersonByBoatAction, em5::PullObjectAction, em5::PullPersonAction, em5::EscapeFootLongAction, em5::BeStunnedAction, em5::GetDogFromVehicleAction, em5::PickupDrowningPersonWithDiverAction, em5::DogAttackGangsterAction, em5::LoadRobotToTransporterAction, em5::BeThrownWeaponAction, em5::ThrowWeaponAction, em5::DecontaminatePersonAction, em5::PickupContaminatedPersonAction, em5::TrappedPersonFleeAction, em5::EnterBoatAction, em5::UseDivingSpotAction, em5::FearGangsterAction, em5::EscapeHidingFootAction, em5::GettingRedirectedAction, em5::EscapeFootShortAction, em5::LandHelicopterAction, em5::WaitForRobotAction, em5::HelicopterFollowAction, em5::EscapeCarLongAction, em5::EscapeCarShortAction, and qsf::ai::MoveAction.

bool qsf::Action::onStartup ( )
inlineprotectedvirtual

Called when the action gets active (i.e. switches to the "running" state) for the first time.

Returns
true if startup succeeded, false otherwise

Reimplemented in em5::CutTreeAction, em5::MoveAction, em5::GetEquipmentAction, em5::DLKSavePersonAction, em5::TreatPersonAction, em5::TurnToAction, em5::PlacePersonAction, em5::CloseQuartersCombatAction, em5::DLKDeployAction, em5::PlaceBarrierPoleAction, em5::RepairOrUseAction, em5::ExtinguishFireAction, em5::LinearMoveAction, em5::PickupPersonByFlyingHeliAction, em5::PickupPersonByParamedicAction, em5::LiftUpByCraneAction, em5::CutRoadVehicleAction, em5::DLKUndeployAction, em5::UnloadBoatFromTransporterAction, em5::HuntAndShootAction, em5::PlayAnimationAction, em5::ArrestGangsterAction, em5::LoadBoatToTransporterAction, em5::PlacePersonByFlyingHeliAction, qsf::TurnToAction, em5::ExitVehicleAction, em5::AreaExtinguishAction, em5::DemonstrateAction, em5::UsePepperSprayAction, em5::PickupVehicleByTowcarAction, em5::RescueDogLocateVictimAction, em5::SEKDroneSearchAction, em5::ShootAction, qsf::PlayAnimationAction, em5::PlagueQuickTestAction, em5::GuidePersonAction, em5::StopGuidePersonAction, em5::BreakBuildingDoorOpenAction, em5::EnterVehicleAction, em5::PlayAudioAction, em5::SpeakToPersonAction, em5::SendDogForSearchAction, em5::ConnectHydrantAction, em5::DisconnectHydrantAction, em5::RopingFromHelicopterAction, em5::UseStunGrenadeAction, em5::PickupDrowningPersonByBoatAction, em5::PlacePersonFromBoatAction, em5::EnterRescueHeliAction, em5::CleanHomeAction, em5::PullObjectAction, em5::PullPersonAction, em5::BeStunnedAction, em5::LandDroneAction, em5::StartDroneAction, em5::ChangeMaskAction, em5::FireHoseCheckAction, em5::RobberCombatAction, em5::ClearBarrierAction, em5::DogAttackGangsterAction, em5::LoadRobotToTransporterAction, em5::InjuredAction, em5::SendPlagueVictimHomeAction, em5::RabidDogAttackVictimAction, em5::DrunkenPersonOverboardAction, em5::PickupDrowningPersonLandAction, em5::PickupDrowningPersonWithDiverAction, em5::ExitRescueHeliAction, em5::ThrowWeaponAction, em5::AttackBuildingAction, em5::RopeDownSEKFromHelicopterAction, em5::DeployRescueBusAction, em5::WaitForEnterVehicleAction, em5::DecontaminatePersonAction, em5::PickupDiverAction, em5::TrappedPersonFleeAction, em5::RedirectTrafficAction, em5::UnloadRobotFromTransporterAction, em5::EnterBoatAction, em5::PickupContaminatedPersonAction, em5::PlacePersonWithDiverAction, em5::PutPersonInBoatAction, em5::UseDivingSpotAction, em5::DefuseBombAction, em5::EvacuateBuildingAction, em5::RescueWitchAction, em5::RobotScanAction, em5::SearchBombInBuildingAction, em5::SpeakToHostageTakerAction, em5::CancelDogSearchAction, em5::CombineDogWithLeaderAction, em5::DestroyParticleAction, em5::ExitBuildingAction, em5::EnterBuildingAction, em5::WaitAtBarrierAction, em5::FearGangsterAction, em5::ReachVictimAction, em5::RescuePersonFromBuildingAction, em5::GettingRedirectedAction, em5::LandHelicopterAction, em5::StartHelicopterAction, em5::WaitForRobotAction, em5::HelicopterFollowAction, em5::EscapeAction, qsf::ai::MoveAction, and qsf::ai::PerceptionEventAction.

void qsf::Action::pause ( )

Called when the action gets interrupted by another action, but not removed.

virtual void qsf::Action::serialize ( BinarySerializer serializer)
virtual

Serialize or deserialize the action using a binary serializer.

Parameters
[in]serializerThe serializer, which can be either in read or write mode

Reimplemented in em5::SpawnUnitAction, em5::MoveAction, em5::CutTreeAction, em5::GetEquipmentAction, em5::DLKSavePersonAction, em5::TreatPersonAction, qsf::WaitAction, em5::PlacePersonAction, em5::TurnToAction, em5::CloseQuartersCombatAction, em5::DLKDeployAction, em5::PlaceBarrierPoleAction, em5::RepairOrUseAction, em5::ExtinguishFireAction, em5::PickupPersonByFlyingHeliAction, em5::PickupPersonByParamedicAction, em5::LinearMoveAction, em5::LiftUpByCraneAction, em5::CutRoadVehicleAction, em5::DLKUndeployAction, em5::UnloadBoatFromTransporterAction, em5::SEKDroneSearchAction, em5::HuntAndShootAction, em5::PlayAnimationAction, em5::ArrestGangsterAction, em5::LoadBoatToTransporterAction, em5::PlacePersonByFlyingHeliAction, em5::ExitVehicleAction, em5::WaitForEntityAction, em5::ArrivedAtBaseAction, qsf::TurnToAction, em5::AreaExtinguishAction, em5::DemonstrateAction, em5::EscapeFootLongAction, em5::UsePepperSprayAction, em5::PickupVehicleByTowcarAction, em5::RescueDogLocateVictimAction, em5::ShootAction, em5::LandDroneAction, em5::StartDroneAction, em5::SignalAction, qsf::PlayAnimationAction, em5::PlagueQuickTestAction, em5::GuidePersonAction, em5::StopGuidePersonAction, em5::BreakBuildingDoorOpenAction, em5::EnterVehicleAction, em5::PlayAudioAction, em5::SpeakToPersonAction, em5::SendDogForSearchAction, em5::ConnectHydrantAction, em5::DisconnectHydrantAction, em5::ArrivedAtDespawnAction, em5::RopingFromHelicopterAction, em5::UseStunGrenadeAction, em5::PickupDrowningPersonByBoatAction, em5::PlacePersonFromBoatAction, em5::EnterRescueHeliAction, em5::CleanHomeAction, em5::PullObjectAction, em5::PullPersonAction, em5::BeStunnedAction, em5::GetDogFromVehicleAction, em5::EscapeHidingFootAction, em5::UnloadPersonFromVehicleAction, em5::ChangeMaskAction, em5::FireHoseCheckAction, em5::RobberCombatAction, em5::ClearBarrierAction, em5::DogAttackGangsterAction, em5::LoadRobotToTransporterAction, em5::InjuredAction, em5::SendPlagueVictimHomeAction, em5::RabidDogAttackVictimAction, em5::DrunkenPersonOverboardAction, em5::UseEquipmentAction, em5::PickupDrowningPersonLandAction, em5::PickupDrowningPersonWithDiverAction, em5::BeThrownWeaponAction, em5::ExitRescueHeliAction, em5::UseUmbrellaAction, em5::ThrowWeaponAction, em5::EscapeFootShortAction, em5::AttackBuildingAction, em5::RopeDownSEKFromHelicopterAction, em5::DeployRescueBusAction, em5::WaitForEnterVehicleAction, em5::DropEquipmentAction, em5::DecontaminatePersonAction, em5::RedirectTrafficAction, em5::UnloadRobotFromTransporterAction, em5::FallDownHangingPersonAction, em5::EnterBoatAction, em5::PickupContaminatedPersonAction, em5::PickupDiverAction, em5::PlacePersonWithDiverAction, em5::PutPersonInBoatAction, em5::UseDivingSpotAction, em5::TrappedPersonFleeAction, em5::DefuseBombAction, em5::EvacuateBuildingAction, em5::RescueWitchAction, em5::RobotScanAction, em5::SearchBombInBuildingAction, em5::SpeakToHostageTakerAction, em5::CancelDogSearchAction, em5::CombineDogWithLeaderAction, em5::ChangeSuitAction, em5::DestroyParticleAction, em5::DisappearAction, em5::EnterBuildingAction, em5::ExitBuildingAction, em5::PlayHintAction, em5::SetFireAction, em5::WaitAtBarrierAction, em5::FearGangsterAction, em5::ReachVictimAction, em5::SetInvincibleAction, em5::RescuePersonFromBuildingAction, em5::FullBrakeAction, em5::GettingRedirectedAction, em5::WaitForSignalAction, em5::EscapeCarLongAction, em5::EscapeCarShortAction, em5::ReservateTargetAction, em5::UnloadCartAction, em5::WaitForRobotAction, em5::DecontaminatePersonHelperAction, em5::LandHelicopterAction, em5::StartHelicopterAction, em5::MultiplayerDummyAction, qsf::ai::MoveAction, and qsf::ai::PerceptionEventAction.

void qsf::Action::setPriority ( action::Priority  priority)
inline

Set action priority.

void qsf::Action::shutdown ( )

Called before the action gets removed.

action::Result qsf::Action::update ( const Clock clock)

Update the action.

Parameters
clockThe clock used for timing the action updates; holds e.g. time passed since last update
Returns
The result of the action update
virtual action::Result qsf::Action::updateAction ( const Clock clock)
protectedpure virtual

Update the action.

Parameters
clockThe clock used for timing the action updates; holds e.g. time passed since last update
Returns
The result of the action update

Implemented in em5::SpawnUnitAction, em5::MoveAction, em5::CutTreeAction, qsf::WaitAction, em5::GetEquipmentAction, em5::DLKSavePersonAction, em5::TreatPersonAction, em5::CloseQuartersCombatAction, em5::PlacePersonAction, em5::DLKDeployAction, em5::TurnToAction, em5::PlaceBarrierPoleAction, em5::RepairOrUseAction, em5::ExtinguishFireAction, em5::PickupPersonByFlyingHeliAction, em5::PickupPersonByParamedicAction, em5::LiftUpByCraneAction, em5::CutRoadVehicleAction, em5::DLKUndeployAction, em5::LinearMoveAction, em5::UnloadBoatFromTransporterAction, qsf::ScriptAction, em5::HuntAndShootAction, em5::PlayAnimationAction, em5::SEKDroneSearchAction, em5::ArrestGangsterAction, em5::LoadBoatToTransporterAction, em5::PlacePersonByFlyingHeliAction, em5::ExitVehicleAction, em5::UsePepperSprayAction, em5::WaitForEntityAction, em5::AreaExtinguishAction, em5::DemonstrateAction, em5::ArrivedAtBaseAction, qsf::TurnToAction, em5::EscapeFootLongAction, em5::PickupVehicleByTowcarAction, em5::RescueDogLocateVictimAction, em5::ShootAction, em5::LandDroneAction, em5::StartDroneAction, qsf::PlayAnimationAction, em5::PlagueQuickTestAction, em5::GuidePersonAction, em5::StopGuidePersonAction, em5::BreakBuildingDoorOpenAction, em5::SignalAction, em5::EnterVehicleAction, em5::PlayAudioAction, em5::SpeakToPersonAction, em5::SendDogForSearchAction, em5::ConnectHydrantAction, em5::DisconnectHydrantAction, em5::PullPersonAction, em5::RopingFromHelicopterAction, em5::UseStunGrenadeAction, em5::PickupDrowningPersonByBoatAction, em5::PlacePersonFromBoatAction, em5::EnterRescueHeliAction, em5::CleanHomeAction, em5::BeStunnedAction, em5::PullObjectAction, em5::ArrivedAtDespawnAction, em5::GetDogFromVehicleAction, em5::EscapeHidingFootAction, em5::DogAttackGangsterAction, em5::LoadRobotToTransporterAction, em5::ChangeMaskAction, em5::FireHoseCheckAction, em5::RobberCombatAction, em5::ClearBarrierAction, em5::InjuredAction, em5::SendPlagueVictimHomeAction, em5::RabidDogAttackVictimAction, em5::DrunkenPersonOverboardAction, em5::UnloadPersonFromVehicleAction, em5::PickupDrowningPersonLandAction, em5::PickupDrowningPersonWithDiverAction, em5::BeThrownWeaponAction, em5::ThrowWeaponAction, em5::ExitRescueHeliAction, em5::UseEquipmentAction, em5::DecontaminatePersonAction, em5::EscapeFootShortAction, em5::AttackBuildingAction, em5::RopeDownSEKFromHelicopterAction, em5::DeployRescueBusAction, em5::WaitForEnterVehicleAction, em5::UseUmbrellaAction, em5::EnterBoatAction, em5::UseDivingSpotAction, em5::RedirectTrafficAction, em5::UnloadRobotFromTransporterAction, em5::DropEquipmentAction, em5::PickupContaminatedPersonAction, em5::PlacePersonWithDiverAction, em5::PutPersonInBoatAction, em5::DefuseBombAction, em5::EvacuateBuildingAction, em5::RescueWitchAction, em5::RobotScanAction, em5::SearchBombInBuildingAction, em5::SpeakToHostageTakerAction, em5::CancelDogSearchAction, em5::CombineDogWithLeaderAction, em5::FallDownHangingPersonAction, em5::PickupDiverAction, em5::FearGangsterAction, em5::TrappedPersonFleeAction, em5::EnterBuildingAction, em5::WaitAtBarrierAction, em5::ChangeSuitAction, em5::ReachVictimAction, em5::GettingRedirectedAction, em5::DestroyParticleAction, em5::DisappearAction, em5::ExitBuildingAction, em5::PlayHintAction, em5::SetFireAction, em5::RescuePersonFromBuildingAction, em5::SetInvincibleAction, em5::EscapeCarLongAction, em5::EscapeCarShortAction, em5::FullBrakeAction, em5::WaitForRobotAction, em5::WaitForSignalAction, em5::ReservateTargetAction, em5::UnloadCartAction, em5::DecontaminatePersonHelperAction, em5::LandHelicopterAction, em5::StartHelicopterAction, em5::HelicopterFollowAction, em5::MultiplayerDummyAction, qsf::ai::MoveAction, and qsf::ai::PerceptionEventAction.

Friends And Related Function Documentation

friend class ActionComponent
friend

Member Data Documentation

bool qsf::Action::mIsScriptAction
protected

True if action is loaded via script.

action::Priority qsf::Action::mPriority
protected

Action with higher priority get evaluated first; default value is 100.


The documentation for this class was generated from the following files: