re3-wiiu/src/control/Darkel.h

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#pragma once
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#include "ModelIndices.h"
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#include "WeaponType.h"
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class CVehicle;
class CPed;
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enum
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{
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KILLFRENZY_NONE,
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KILLFRENZY_ONGOING,
KILLFRENZY_PASSED,
KILLFRENZY_FAILED,
};
class CDarkel
{
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private:
static int32 TimeLimit;
static int32 PreviousTime;
static int32 TimeOfFrenzyStart;
static int32 WeaponType;
static int32 AmmoInterruptedWeapon;
static int32 KillsNeeded;
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static int32 InterruptedWeaponType;
static int32 InterruptedWeaponSelected;
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static bool bStandardSoundAndMessages;
static bool bNeedHeadShot;
static bool bProperKillFrenzy;
static uint16 Status;
static uint16 RegisteredKills[NUM_DEFAULT_MODELS];
static int32 ModelToKill;
static int32 ModelToKill2;
static int32 ModelToKill3;
static int32 ModelToKill4;
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static wchar *pStartMessage;
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public:
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static uint8 CalcFade(uint32 time, uint32 min, uint32 max);
static void DrawMessages(void);
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static bool FrenzyOnGoing();
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static void Init();
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static uint16 QueryModelsKilledByPlayer(int32 modelId);
static uint16 ReadStatus();
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static void RegisterCarBlownUpByPlayer(CVehicle *vehicle);
static void RegisterKillByPlayer(CPed *victim, eWeaponType weapontype, bool headshot = false);
static void RegisterKillNotByPlayer(CPed* victim, eWeaponType weapontype);
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static void ResetModelsKilledByPlayer();
static void ResetOnPlayerDeath();
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static void StartFrenzy(eWeaponType weaponType, int32 time, uint16 kill, int32 modelId0, wchar *text, int32 modelId2, int32 modelId3, int32 modelId4, bool standardSound, bool needHeadShot);
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static void Update();
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static void DealWithWeaponChangeAtEndOfFrenzy();
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};