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Get Aimed Actors
Pavle edited this page Mar 5, 2021
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1 revision
static ZActorManager* actorManager = reinterpret_cast<ZActorManager*>(Globals::g_pActorManagerSingleton);
static ZLevelManager* levelManager = reinterpret_cast<ZLevelManager*>(Globals::g_pLevelManagerSingleton);
if (!actorManager)
{
return;
}
ZHitman5* player = levelManager->m_rHitman.m_pInterfaceRef;
ZActor* actor = nullptr;
bool isActorAimed = false;
if (!player)
{
return;
}
if (player->IsAiming())
{
for (unsigned int i = 0; i < actorManager->m_aliveActors.Size(); i++)
{
actor = actorManager->m_aliveActors[i]->m_pInterfaceRef;
ZKnowledge* knowledge = actor->Knowledge();
SSharedEntityKnowledge* sharedEntityKnowledge = knowledge->m_pSelfKnown.m_pObject->m_pSharedKnowledge.m_pSharedEntityKnowledge;
if (sharedEntityKnowledge && sharedEntityKnowledge->IsCurrent(AISET_BeingAimedAt))
{
isActorAimed = true;
break;
}
}
}