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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
< !DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs >
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<func >
<title > FindObjects</title>
<category > Objects</category>
<subcat > Search</subcat>
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<version > 5.1 OC</version>
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<syntax >
<rtype > array</rtype>
<params >
<param >
<type > array</type>
<name > Criteria</name>
<desc > Search criterion in the form of a Find_* function</desc>
</param>
<param >
<type />
<name > ...</name>
<desc > Additional search criteria in the form of Find_* functions</desc>
<optional />
</param>
</params>
</syntax>
<desc > Creates a list of objects which fulfill the specified search criteria. Search criteria are composed of Find_x() values.</desc>
<remark > As opposed to <funclink > FindObject</funclink> , an object using FindObjects in local calls will also find itself. This can be avoided through use of <funclink > Find_Exclude</funclink> ().</remark>
<remark > Criteria are specified in the same way as with <funclink > FindObject</funclink> and <funclink > ObjectCount</funclink> .</remark>
<examples >
<example >
<code > <funclink > for</funclink> (var vehicle in FindObjects (<funclink > Find_Owner</funclink> (1), <funclink > Find_Category</funclink> (<funclink > C4D_Vehicle</funclink> )))
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<funclink > RemoveObject</funclink> (vehicle);</code>
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<text > Removes all vehicles of player 2.</text>
</example>
<example >
<code > protected func Hit()
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{
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<funclink > for</funclink> (var structure in FindObjects(<funclink > Find_AtPoint</funclink> (), <funclink > Find_Category</funclink> (<funclink > C4D_Structure</funclink> ), <funclink > Find_OCF</funclink> (<funclink > OCF_Inflammable</funclink> )))
Incinerate(structure);
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<funclink > RemoveObject</funclink> ();
}</code>
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<text > Arsonist flint: incinerates all buildings at the point of impact.</text>
</example>
<example >
<code > <funclink > for</funclink> (var obj in FindObjects( <funclink > Find_Not</funclink> (<funclink > Find_Owner</funclink> (<funclink > NO_OWNER</funclink> )) ))
obj-> <funclink > SetOwner</funclink> (<funclink > NO_OWNER</funclink> );</code>
<text > Anarchy! No object is owned by any player anymore.</text>
</example>
</examples>
<related >
<funclink > Find_Action</funclink>
<funclink > Find_ActionTarget</funclink>
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<funclink > Find_ActionTarget2</funclink>
<funclink > Find_ActionTargets</funclink>
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<funclink > Find_Allied</funclink>
<funclink > Find_And</funclink>
<funclink > Find_AnyContainer</funclink>
<funclink > Find_AtPoint</funclink>
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<funclink > Find_OnLine</funclink>
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<funclink > Find_Category</funclink>
<funclink > Find_Container</funclink>
<funclink > Find_Distance</funclink>
<funclink > Find_Exclude</funclink>
<funclink > Find_Func</funclink>
<funclink > Find_Hostile</funclink>
<funclink > Find_ID</funclink>
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<funclink > Find_InArray</funclink>
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<funclink > Find_InRect</funclink>
<funclink > Find_NoContainer</funclink>
<funclink > Find_Not</funclink>
<funclink > Find_OCF</funclink>
<funclink > Find_Or</funclink>
<funclink > Find_Owner</funclink>
<funclink > Sort_Random</funclink>
<funclink > Sort_Reverse</funclink>
<funclink > Sort_Multiple</funclink>
<funclink > Sort_Value</funclink>
<funclink > Sort_Speed</funclink>
<funclink > Sort_Mass</funclink>
<funclink > Sort_Distance</funclink>
<funclink > Sort_Func</funclink>
<funclink > FindObject</funclink>
<funclink > ObjectCount</funclink>
</related>
</func>
<author > Clonkonaut</author> <date > 2006-07</date>
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</funcs>