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59671fab03
There is also some reorganization
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
#pragma once
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#include "Weapon.h"
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class CVehicle;
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class CPed;
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enum eKillFrenzyStatus
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{
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KILLFRENZY_NONE,
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KILLFRENZY_ONGOING,
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KILLFRENZY_PASSED,
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KILLFRENZY_FAILED,
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};
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class CDarkel
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{
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private:
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static int32 &TimeLimit;
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static int32 &PreviousTime;
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static int32 &TimeOfFrenzyStart;
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static int32 &WeaponType;
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static int32 &AmmoInterruptedWeapon;
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static int32 &KillsNeeded;
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static int8 &InterruptedWeapon;
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static int8 &bStandardSoundAndMessages;
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static int8 &bNeedHeadShot;
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static int8 &bProperKillFrenzy;
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static eKillFrenzyStatus &Status;
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static int16 *RegisteredKills;
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static int32 &ModelToKill;
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static int32 &ModelToKill2;
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static int32 &ModelToKill3;
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static int32 &ModelToKill4;
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static wchar *pStartMessage;
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public:
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static int32 CalcFade(uint32 time, int32 min, uint32 max);
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static void DrawMessages(void);
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static bool FrenzyOnGoing();
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static void Init();
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static int16 QueryModelsKilledByPlayer(int32 modelId);
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static eKillFrenzyStatus ReadStatus();
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static void RegisterCarBlownUpByPlayer(CVehicle *vehicle);
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static void RegisterKillByPlayer(CPed *victim, eWeaponType weapontype, bool headshot = false);
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static void RegisterKillNotByPlayer(CPed* victim, eWeaponType weapontype);
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static void ResetModelsKilledByPlayer();
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static void ResetOnPlayerDeath();
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static void StartFrenzy(eWeaponType weaponType, int32 time, int16 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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};
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