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();