TombEngine/TR5Main/Game/larafire.h

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#pragma once
#include "..\Global\global.h"
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//#define SmashObject ((int (__cdecl*)(short)) 0x00465200)
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//#define FindTargetPoint ((void (__cdecl*)(ITEM_INFO*, GAME_VECTOR*)) 0x004533A0)
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//#define HitTarget ((short (__cdecl*)(ITEM_INFO*, GAME_VECTOR*, int, int)) 0x00453930)
#define DoProperDetection ((void (__cdecl*)(short, int, int, int, int, int)) 0x00453BE0)
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//#define DoFlameTorch ((void (__cdecl*)()) 0x00433EA0)
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//#define GetAmmo ((int (__cdecl*)(int)) 0x004546C0)
#define LaraGetNewTarget ((void (__cdecl*)(WEAPON_INFO*)) 0x00452ED0)
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//#define LaraTargetInfo ((void (__cdecl*)(WEAPON_INFO*)) 0x00452CC0)
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//#define TorchControl ((void (__cdecl*)(short)) 0x00434390)
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//#define FireWeapon ((int (__cdecl*)(int,ITEM_INFO*,ITEM_INFO*,short*)) 0x00453580)
extern WEAPON_INFO Weapons[NUM_WEAPONS];
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void SmashItem(short itemNum);
int WeaponObject(int weaponType);
void LaraGun();
short* GetAmmo(int weaponType);
void InitialiseNewWeapon();
int WeaponObjectMesh(int weaponType);
void AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm);
void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int flag);
int FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles);
void find_target_point(ITEM_INFO* item, GAME_VECTOR* target);
void LaraTargetInfo(WEAPON_INFO* weapon);
int CheckForHoldingState(int state);
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void Inject_LaraFire();