Re3/src/weapons/Explosion.h

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C
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#pragma once
class CEntity;
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class CVector;
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enum eExplosionType
{
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EXPLOSION_GRENADE,
EXPLOSION_MOLOTOV,
EXPLOSION_ROCKET,
EXPLOSION_CAR,
EXPLOSION_CAR_QUICK,
EXPLOSION_HELI,
EXPLOSION_MINE,
EXPLOSION_BARREL,
EXPLOSION_TANK_GRENADE,
EXPLOSION_HELI_BOMB
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};
class CExplosion
{
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eExplosionType m_ExplosionType;
CVector m_vecPosition;
float m_fRadius;
float m_fPropagationRate;
CEntity *m_pCreatorEntity;
CEntity *m_pVictimEntity;
float m_fStopTime;
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uint8 m_nIteration;
uint8 m_nActiveCounter;
float m_fStartTime;
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uint32 m_nParticlesExpireTime;
float m_fPower;
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bool m_bIsBoat;
float m_fZshift;
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public:
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static void Initialise();
static void Shutdown();
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static int8 GetExplosionActiveCounter(uint8 id);
static void ResetExplosionActiveCounter(uint8 id);
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static uint8 GetExplosionType(uint8 id);
static CVector *GetExplosionPosition(uint8 id);
static bool AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionType type, const CVector &pos, uint32 lifetime);
static void Update();
static bool TestForExplosionInArea(eExplosionType type, float x1, float x2, float y1, float y2, float z1, float z2);
static void RemoveAllExplosionsInArea(CVector pos, float radius);
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};
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extern CExplosion (&gaExplosion)[NUM_EXPLOSIONS];