re3/src/core/Accident.cpp

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#include "common.h"
#include "patcher.h"
#include "AccidentManager.h"
#include "Ped.h"
CAccidentManager& gAccidentManager = *(CAccidentManager*)0x87FD10;
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WRAPPER void CAccidentManager::Update(void) { EAXJMP(0x456710); }
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uint16
CAccidentManager::CountActiveAccidents()
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{
uint16 accidents = 0;
for (int i = 0; i < NUM_ACCIDENTS; i++){
if (m_aAccidents[i].m_pVictim)
accidents++;
}
return accidents;
}
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CAccident*
CAccidentManager::FindNearestAccident(CVector vecPos, float* pDistance)
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{
for (int i = 0; i < MAX_MEDICS_TO_ATTEND_ACCIDENT; i++){
int accidentId = -1;
float minDistance = 999999;
for (int j = 0; j < NUM_ACCIDENTS; j++){
CPed* pVictim = m_aAccidents[j].m_pVictim;
if (!pVictim)
continue;
if (pVictim->CharCreatedBy == MISSION_CHAR)
continue;
if (pVictim->m_fHealth != 0.0f)
continue;
if (m_aAccidents[j].m_nMedicsPerformingCPR != i)
continue;
float distance = (pVictim->GetPosition() - vecPos).Magnitude2D();
if (distance / 2 > pVictim->GetPosition().z - vecPos.z && distance < minDistance){
minDistance = distance;
accidentId = j;
}
}
*pDistance = minDistance;
if (accidentId != -1)
return &m_aAccidents[accidentId];
}
return nil;
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}
bool
CAccidentManager::UnattendedAccidents(void)
{
for (int i = 0; i < NUM_ACCIDENTS; i++) {
if (m_aAccidents[i].m_pVictim && m_aAccidents[i].m_nMedicsAttending == 0)
return true;
}
return false;
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}