TombEngine/TR5Main/Game/effect2.h

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#pragma once
#include "..\Global\global.h"
#define DetatchSpark ((SPARKS* (__cdecl*)(__int32, __int32)) 0x0042E6A0)
#define AddWaterSparks ((void (__cdecl*)(__int32, __int32, __int32, __int32)) 0x00483180)
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//#define TriggerUnderwaterExplosion ((void (__cdecl*)(ITEM_INFO*)) 0x0044F500)
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#define TriggerExplosionSparks ((void (__cdecl*)(__int32, __int32, __int32, __int32, __int32, __int32, __int16)) 0x0042F610)
#define ExplodingDeath ((void (__cdecl*)(__int16, __int32, __int32)) 0x00484080)
#define GetFreeSpark ((__int16 (__cdecl*)()) 0x0042E790)
#define GetFreeDrip ((__int16 (__cdecl*)()) 0x00483D00)
#define GetFreeSmokeSpark ((__int16 (__cdecl*)()) 0x00481D40)
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#define TriggerDartSmoke ((void (__cdecl*)(__int32, __int32, __int32, __int32, __int32, __int32)) 0x00430D90)
#define TriggerGunShell ((void (__cdecl*)(__int16, __int32, __int32)) 0x00482A60)
#define TriggerLaraDrips ((void (__cdecl*)()) 0x00483F00)
#define SetupRipple ((void (__cdecl*)(__int32, __int32, __int32, __int32, __int32)) 0x00430910)
#define TriggerShockwave ((void (__cdecl*)(PHD_3DPOS*, __int32, __int32, __int32, __int32, __int32)) 0x00484670)
#define TriggerExplosionBubbles ((void (__cdecl*)(__int32, __int32, __int32, __int16)) 0x00431070)
#define AddFire ((void (__cdecl*)(__int32, __int32, __int32, byte, __int16, __int32)) 0x00481B40)
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#define InitialiseSmokeEmitter ((void (__cdecl*)(__int16)) 0x0043D9D0)
#define SmokeEmitterControl ((void (__cdecl*)(__int16)) 0x00431560)
#define DrawLensFlare ((void (__cdecl*)(ITEM_INFO*)) 0x00485290)
#define ControlWaterfallMist ((void (__cdecl*)(__int16)) 0x00432CA0)
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#define TriggerRicochetSparks ((void (__cdecl*)(GAME_VECTOR*, __int16, __int32, __int32)) 0x0042F060)
void __cdecl TriggerDynamicLight(__int32 x, __int32 y, __int32 z, __int16 falloff, byte r, byte g, byte b);
void __cdecl TriggerGunSmoke(__int32 x, __int32 y, __int32 z, __int32 xv, __int32 yv, __int32 zv, __int32 initial, __int32 weapon, __int32 count);
void __cdecl TriggerRocketFlame(__int32 x, __int32 y, __int32 z, __int32 xv, __int32 yv, __int32 zv, __int32 itemNumber);
void __cdecl TriggerRocketSmoke(__int32 x, __int32 y, __int32 z, __int32 bodyPart);
void __cdecl GrenadeLauncherSpecialEffect1(__int32 x, __int32 y, __int32 z, __int32 flag1, __int32 flag2);
void __cdecl GrenadeExplosionEffects(__int32 x, __int32 y, __int32 z, __int16 roomNumber);
void __cdecl TriggerMetalSparks(__int32 x, __int32 y, __int32 z, __int32 xv, __int32 yv, __int32 zv, __int32 additional);
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void Inject_Effect2();