11 #ifndef EVEMU_POS_STRUCTURE_H_
12 #define EVEMU_POS_STRUCTURE_H_
14 #include "../eve-server.h"
16 #include "packets/POS.h"
143 virtual void Scoop();
243 #endif // EVEMU_POS_STRUCTURE_H_
#define sConfig
A macro for easier access to the singleton.
virtual StructureSE * GetPOSSE()
virtual void Reinforced()
virtual bool IsJammerSE()
static StructureItemRef Load(uint32 structureID)
void SetTimer(uint32 time)
#define _log(type, fmt,...)
void SetPOSState(uint8 state)
void Drop(SystemBubble *pBubble)
virtual void SetInvulnerable()
void SetPlanet(uint32 planetID)
void SetTimer(uint32 setTimerTime=0)
virtual void SetOperating()
PyObject * StructureGetInfo()
const ItemType & type() const
virtual TowerSE * GetTowerSE()
StructureSE(StructureItemRef structure, PyServiceMgr &services, SystemManager *system, const FactionData &data)
void GetEffectState(PyList &into)
virtual ArraySE * GetArraySE()
virtual bool IsBatterySE()
virtual SBUSE * GetSBUSE()
const ItemType & type() const
virtual void MissileLaunched(Missile *pMissile)
void Deactivate(int32 effectID)
Generic class for buffers.
virtual void Killed(Damage &fatal_blow)
void Activate(int32 effectID)
virtual bool IsReactorSE()
virtual void Rename(std::string name)
virtual bool IsWeaponSE()
JumpBridgeSE * m_bridgeSE
void SetUsageFlags(int8 view=0, int8 take=0, int8 use=0)
EVEPOS::StructureData m_data
void SendEffectUpdate(int16 effectID, bool active)
void SetAnchor(Client *pClient, GPoint &pos)
virtual bool IsCynoGeneratorSE()
virtual JumpBridgeSE * GetJumpBridgeSE()
virtual PyDict * MakeSlimItem()
virtual void SetOffline()
virtual bool IsOutpostSE()
virtual void EncodeDestiny(Buffer &into)
virtual bool IsJumpBridgeSE()
virtual bool IsMoonMiner()
virtual StructureSE * GetOutpostSE()
RefPtr< StructureItem > StructureItemRef
void SetMySE(SystemEntity *pSE)
virtual void RemoveItem(InventoryItemRef iRef)
static RefPtr< _Ty > _LoadItem(uint32 structureID, const ItemType &type, const ItemData &data)
virtual void SetVulnerable()
void UpdateUsageFlags(int32 itemID, EVEPOS::StructureData &data)
StructureItem(uint32 _structureID, const ItemType &_itemType, const ItemData &_data)
void UpdateTimeStamp(int32 itemID, EVEPOS::StructureData &data)
virtual TCUSE * GetTCUSE()
virtual IHubSE * GetIHubSE()
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
virtual BatterySE * GetBatterySE()
static StructureItemRef Spawn(ItemData &data)
virtual ReactorSE * GetReactorSE()
virtual WeaponSE * GetWeaponSE()
virtual void AddItem(InventoryItemRef iRef)
Reference-counting-based smart pointer.