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re3/src/core/Fire.cpp

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#include "common.h"
#include "patcher.h"
#include "Fire.h"
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CFireManager &gFireManager = *(CFireManager*)0x8F31D0;
WRAPPER void CFire::Extinguish(void) { EAXJMP(0x479D40); }
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uint32 CFireManager::GetTotalActiveFires() const
{
return m_nTotalFires;
}
WRAPPER void CFireManager::Update(void) { EAXJMP(0x479310); }
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CFire* CFireManager::FindNearestFire(CVector vecPos, float* pDistance)
{
for (int i = 0; i < MAX_FIREMEN_ATTENDING; i++) {
int fireId = -1;
float minDistance = 999999;
for (int j = 0; j < NUM_FIRES; j++) {
if (!m_aFires[j].m_bIsOngoing)
continue;
if (m_aFires[j].m_bIsScriptFire)
continue;
if (m_aFires[j].m_nFiremenPuttingOut != i)
continue;
float distance = (m_aFires[j].m_vecPos - vecPos).Magnitude2D();
if (distance < minDistance) {
minDistance = distance;
fireId = j;
}
}
*pDistance = minDistance;
if (fireId != -1)
return &m_aFires[fireId];
}
return nil;
}
WRAPPER CFire *CFireManager::FindFurthestFire_NeverMindFireMen(CVector coors, float, float) { EAXJMP(0x479430); }
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WRAPPER void CFireManager::StartFire(CEntity *entityOnFire, CEntity *culprit, float, uint32) { EAXJMP(0x479590); }
WRAPPER void CFireManager::StartFire(CVector, float, uint8) { EAXJMP(0x479500); }
WRAPPER void CFireManager::ExtinguishPoint(CVector, float) { EAXJMP(0x479DB0); }
WRAPPER int32 CFireManager::StartScriptFire(const CVector& pos, CEntity* culprit, float, uint8) { EAXJMP(0x479E60); }
WRAPPER bool CFireManager::IsScriptFireExtinguish(int16) { EAXJMP(0x479FC0); }
WRAPPER void CFireManager::RemoveScriptFire(int16) { EAXJMP(0x479FE0); }
WRAPPER void CFireManager::RemoveAllScriptFires(void) { EAXJMP(0x47A000); }
WRAPPER void CFireManager::SetScriptFireAudio(int16, bool) { EAXJMP(0x47A040); }