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re3/src/control/GameLogic.h

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#pragma once
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class CAutomobile;
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class CGameLogic
{
public:
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enum {
SHORTCUT_NONE = 0,
SHORTCUT_INIT,
SHORTCUT_IDLE,
SHORTCUT_GETTING_IN,
SHORTCUT_TRANSITION,
SHORTCUT_ARRIVING,
SHORTCUT_GETTING_OUT
};
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static void InitAtStartOfGame();
static void PassTime(uint32 time);
static void SortOutStreamingAndMemory(const CVector &pos);
static void Update();
static void RestorePlayerStuffDuringResurrection(class CPlayerPed *pPlayerPed, CVector pos, float angle);
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static void ClearShortCut();
static void SetUpShortCut(CVector, float, CVector, float);
static void AbandonShortCutIfTaxiHasBeenMessedWith();
static void AbandonShortCutIfPlayerMilesAway();
static void UpdateShortCut();
static void AddShortCutPointAfterDeath(CVector, float);
static void AddShortCutDropOffPointForMission(CVector, float);
static void RemoveShortCutDropOffPointForMission();
static void AfterDeathArrestSetUpShortCutTaxi();
static void Save(uint8*, uint32*);
static void Load(uint8*, uint32);
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static uint8 ActivePlayers;
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static uint8 ShortCutState;
static CAutomobile* pShortCutTaxi;
static uint32 NumAfterDeathStartPoints;
static CVector ShortCutStart;
static float ShortCutStartOrientation;
static CVector ShortCutDestination;
static float ShortCutDestinationOrientation;
static uint32 ShortCutTimer;
static CVector AfterDeathStartPoints[NUM_SHORTCUT_START_POINTS];
static float AfterDeathStartPointOrientation[NUM_SHORTCUT_START_POINTS];
static CVector ShortCutDropOffForMission;
static float ShortCutDropOffOrientationForMission;
static bool MissionDropOffReadyToBeUsed;
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};