TombEngine/TR5Main/Game/camera.h

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#pragma once
#include "..\Global\global.h"
#include <d3d9.h>
#include <d3dx9.h>
#define Camera VAR_U_(0x00EEF940, CAMERA_INFO)
#define ForcedFixedCamera VAR_U_(0x00EEFA20, GAME_VECTOR)
#define UseForcedFixedCamera VAR_U_(0x00EEFA50, char)
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//#define InitialiseCamera ((void (__cdecl*)()) 0x0040C690)
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//#define MoveCamera ((int(__cdecl*)(GAME_VECTOR*,int)) 0x0040C7A0)
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//#define ChaseCamera ((int(__cdecl*)(ITEM_INFO*)) 0x0040D150)
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//#define CombatCamera ((int(__cdecl*)(ITEM_INFO*)) 0x0040D640)
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//#define LookCamera ((void(__cdecl*)(ITEM_INFO*)) 0x0040DC10)
//#define FixedCamera ((void(__cdecl*)()) 0x0040E890)
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#define CalculateCamera ((void(__cdecl*)()) 0x0040ED30)
#define BinocularCamera ((void(__cdecl*)()) 0x0040FC20)
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//#define RefreshCamera ((void(__cdecl*)(short,short*)) 0x004165E0)
//#define CameraCollisionBounds ((int (__cdecl*)(GAME_VECTOR*,int,int)) 0x0040F5C0)
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#define do_new_cutscene_camera ((void(__cdecl*)()) 0x00421480)
#define SaveD3DCameraMatrix ((void(__cdecl*)()) 0x00497280)
#define UnknownCamera ((void(__cdecl*)()) 0x004975D0)
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extern PHD_VECTOR CurrentCameraPosition;
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void ActivateCamera();
void LookAt(int posX, int posY, int posZ, int targetX, int targetY, int targetZ, short roll);
void AlterFOV(int value);
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int mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, int push);
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void InitialiseCamera();
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void MoveCamera(GAME_VECTOR* ideal, int speed);
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void ChaseCamera(ITEM_INFO* item);
void UpdateCameraElevation();
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void CombatCamera(ITEM_INFO* item);
int CameraCollisionBounds(GAME_VECTOR* ideal, int push, int yFirst);
void FixedCamera();
void LookCamera(ITEM_INFO* item);
void BounceCamera(ITEM_INFO* item, short bounce, short maxDistance);
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void Inject_Camera();