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re3/src/peds/Population.h
2020-02-17 15:57:50 +03:00

77 lines
2 KiB
C++

#pragma once
#include "Game.h"
#include "PedType.h"
class CPed;
class CVehicle;
struct PedGroup
{
int32 models[NUMMODELSPERPEDGROUP];
};
// Don't know the original name
struct RegenerationPoint
{
eLevelName srcLevel; // this and below one may need to be exchanged
eLevelName destLevel;
float x1;
float x2;
float y1;
float y2;
float z1;
float z2;
CVector destPosA;
CVector destPosB;
CVector srcPosA;
CVector srcPosB;
};
class CPopulation
{
public:
static PedGroup (&ms_pPedGroups)[NUMPEDGROUPS];
static bool &ms_bGivePedsWeapons;
static int32 &m_AllRandomPedsThisType;
static float &PedDensityMultiplier;
static uint32 &ms_nTotalMissionPeds;
static int32 &MaxNumberOfPedsInUse;
static uint32& ms_nNumCivMale;
static uint32 &ms_nNumCivFemale;
static uint32 &ms_nNumCop;
static bool &bZoneChangeHasHappened;
static uint32 &ms_nNumEmergency;
static uint32& m_CountDownToPedsAtStart;
static uint32& ms_nNumGang1;
static uint32& ms_nNumGang2;
static uint32& ms_nTotalPeds;
static uint32& ms_nNumGang3;
static uint32& ms_nTotalGangPeds;
static uint32& ms_nNumGang4;
static uint32& ms_nTotalCivPeds;
static uint32& ms_nNumGang5;
static uint32& ms_nNumDummy;
static uint32& ms_nNumGang6;
static uint32& ms_nNumGang9;
static uint32& ms_nNumGang7;
static uint32& ms_nNumGang8;
static CVector& RegenerationPoint_a;
static CVector& RegenerationPoint_b;
static CVector& RegenerationForward;
static void Initialise();
static void Update(void);
static void LoadPedGroups();
static void UpdatePedCount(ePedType, bool);
static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool);
static CPed *AddPedInCar(CVehicle *vehicle);
static bool IsPointInSafeZone(CVector *coors);
static void RemovePed(CPed *ent);
static int32 ChooseCivilianOccupation(int32);
static int32 ChoosePolicePedOccupation();
static int32 ChooseGangOccupation(int);
static void FindCollisionZoneForCoors(CVector*, int*, eLevelName*);
static void FindClosestZoneForCoors(CVector*, int*, eLevelName, eLevelName);
};