TombEngine/TR5Main/Game/Lara/lara_fire.h

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#pragma once
#include "lara.h"
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struct ITEM_INFO;
struct COLL_INFO;
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constexpr auto MAX_TARGETS = 8;
enum FireWeaponType
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{
FW_MISS = -1,
FW_NOAMMO = 0,
FW_MAYBEHIT = 1
};
struct WEAPON_INFO
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{
short lockAngles[4];
short leftAngles[4];
short rightAngles[4];
short aimSpeed;
short shotAccuracy;
short gunHeight;
short targetDist;
byte damage;
byte recoilFrame;
byte flashTime;
byte drawFrame;
short sampleNum;
byte explosiveDamage;
};
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enum WeaponState {
WSTATE_AIM =0,
WSTATE_DRAW = 1,
WSTATE_RECOIL = 2,
WSTATE_UNAIM = 4,
WSTATE_UW_AIM = 6,
WSTATE_UW_UNAIM = 7,
WSTATE_UW_RECOIL = 8
};
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extern WEAPON_INFO Weapons[static_cast<int>(LARA_WEAPON_TYPE::NUM_WEAPONS)];
void SmashItem(short itemNum);
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GAME_OBJECT_ID WeaponObject(int weaponType);
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void LaraGun(ITEM_INFO* lara);
Ammo& GetAmmo(ITEM_INFO* lara, int weaponType);
void InitialiseNewWeapon(ITEM_INFO* lara);
GAME_OBJECT_ID WeaponObjectMesh(ITEM_INFO* lara, int weaponType);
void AimWeapon(ITEM_INFO* lara, WEAPON_INFO* winfo, LARA_ARM* arm);
void HitTarget(ITEM_INFO* lara, ITEM_INFO* target, GAME_VECTOR* hitPos, int damage, int flag);
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FireWeaponType FireWeapon(LARA_WEAPON_TYPE weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles);
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void find_target_point(ITEM_INFO* item, GAME_VECTOR* target);
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void LaraTargetInfo(ITEM_INFO* lara, WEAPON_INFO* weapon);
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bool CheckForHoldingState(int state);
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void LaraGetNewTarget(ITEM_INFO* lara, WEAPON_INFO* weapon);
HOLSTER_SLOT HolsterSlotForWeapon(LARA_WEAPON_TYPE weapon);