10 #ifndef _EVE_SHIP_MODULES_GENERIC_MODULE_H
11 #define _EVE_SHIP_MODULES_GENERIC_MODULE_H
173 #endif // _EVE_SHIP_MODULES_GENERIC_MODULE_H
virtual SuperWeapon * GetSuperWeapon()
void ResetAttribute(uint32 attrID)
virtual TurretModule * GetTurretModule()
virtual bool IsCynoModule() const
virtual CynoModule * GetCynoModule()
virtual Prospector * GetProspectModule()
virtual void AbortCycle()
void ProcessEffects(int8 state, bool active=false)
bool HasAttribute(uint32 attrID)
bool HasAttribute(const uint16 attrID) const
virtual uint16 GetReloadTime()
void ResetAttribute(uint16 attrID, bool notify=false)
virtual void DeOverload()
InventoryItemRef GetLoadedChargeRef()
virtual bool IsPassiveModule() const
bool HasEffect(uint16 effectID) const
virtual void ReprocessCharge()
this is a class that kinda mimics how python polymorph's numbers.
void SetAttribute(uint32 attrID, EvilNumber val, bool update=true)
const ItemType & type() const
void SetChargeState(int8 state)
virtual bool IsProspectModule() const
virtual void Activate(uint16 effectID, uint32 targetID=0, int16 repeat=0)
InventoryItemRef m_chargeRef
virtual bool IsMiningLaser() const
void SetAttribute(uint16 attrID, int num, bool notify=true)
virtual uint32 GetTargetID()
virtual void RemoveTarget(SystemEntity *pSE)
const char * GetModuleStateName(int8 state)
int8 GetModulePowerLevel()
EVEItemFlags flag() const
virtual SubSystemModule * GetSubSystemModule()
virtual void ReloadCharge()
virtual bool IsSubSystemModule() const
virtual bool IsGenericModule() const
GenericModule(ModuleItemRef mRef, ShipItemRef sRef)
virtual void UnloadCharge()
EvilNumber GetAttribute(const uint16 attrID) const
virtual void LoadCharge(InventoryItemRef charge)
virtual RigModule * GetRigModule()
void SetChargeRef(InventoryItemRef iRef)
virtual void DestroyRig()
virtual PassiveModule * GetPassiveModule()
virtual ActiveModule * GetActiveModule()
void SetLinkMaster(bool set=false)
virtual MiningLaser * GetMiningModule()
void SetLinked(bool set=false)
entityID heal the character with the entityID note giving you detailed ship status information gives a list of all dynamic entities and players and their destinyState in this bubble shows some current destiny variables save all kick all and halt server immediate command list all items in current location s gives list of cargo contents and volumes in all holds list current session values show current ship DNA show current objects in their destiny state
EvilNumber GetAttribute(uint32 attrID)
virtual void Deactivate(std::string effect="")
void SetModuleState(int8 state)
virtual bool IsActiveModule() const
virtual bool IsRigModule() const