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#378675
string getInternalIdentifier();
string getIdentifier();
string getCurrentAction();
string getCurrentAnimation();
string getParent();
string getTexture();
string getBumpMap();
string getType();
bool hasAttribute(const string pAttribute);
bool hasAction(const string pAction);
bool hasAnimation(const string pAnimation);
bool hasScannedObject(const string pIdentifier);
bool isCurrentAction(const string pAction);
bool isCurrentAnimation(const string pAnimation);
bool isFriendTeam(const int pTeam);
bool isSelected();
bool isInSelection();
bool isMouseOver();
bool isMoving();
bool isVisible();
bool isAvoidingEnemy();
bool isFloating();
bool isFlying();
bool isCollidingWith(const string pIdentifier, const float pRadius = 0.0f);
bool isAnimationFinished();
bool canFloat();
float getDefaultAttributeValue(const string pAttribute);
float getAttributeValue(const string pAttribute);
float getHeight();
float getSpeed();
float getWaterCoveragePercentage();
float getScanRange();
float getDistanceFrom(const core::vector3df pPosition);
float getDistanceFrom(const string pIdentifier);
int getTeam();
int getName();
int getPathCost();
int getMinPathAvoidanceCost();
int getMaxPathMoveCost();
int getPathCostRange();
int getAnimationStart(const string pAnimation);
int getAnimationEnd(const string pAnimation);
int getAttributeCount();
int getAnimationCount();
int getActionCount();
int getFriendCount();
void setAttributeValue(const string pAttribute, const float pValue);
void setCurrentAction(const string pAction);
void setCurrentAnimation(const string pAnimation, const bool pLoop);
void setParent(const string pIdentifier);
void setPosition(const float pX, const float pY, const float pZ);
void setHeight(const float pHeight);
void setTeam(const int pTeam);
void setSpeed(const float pSpeed);
void setScanRange(const float pRange);
void setPathCost(const int pCost);
void setMinPathAvoidanceCost(const int pCost);
void setMaxPathMoveCost(const int pCost);
void setPathCostRange(const int pCost);
void setVisible(const bool pFlag);
void setTexture(const string pTexture);
void setBumpMap(const string pBumpMap);
void setAvoidEnemy(const bool pFlag);
void moveTo(core::vector3df pPosition, const bool pNoPathFinding = false);
void moveTo(string pIdentifier, const bool pNoPathFinding = false);
void faceTo(core::vector3df pPosition);
void faceTo(string pIdentifier, const bool pOnce = false);
void stopMoving();
void stopFacing();
void stopAnimation();
void setSelected(const bool pFlag);
void addFriendTeam(const int pTeam);
void removeFriendTeam(const int pTeam);
void update();