mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-09 03:58:19 +03:00
Merge branch 'master' into RendererRefactor
This commit is contained in:
commit
694d6f65c4
12 changed files with 113 additions and 96 deletions
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@ -2,38 +2,6 @@
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#include "..\Global\global.h"
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#include "..\Global\global.h"
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//#define CreatureActive ((int (__cdecl*)(short)) 0x00408630)
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//#define _CreatureUnderwater ((void (__cdecl*)(ITEM_INFO*, int)) 0x0040B400)
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//#define _CreatureFloat ((int (__cdecl*)(short)) 0x0040B2C0)
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//#define CreatureDie ((void (__cdecl*)(short, int)) 0x0040A090)
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//#define _CreatureAIInfo ((void (__cdecl*)(ITEM_INFO*, AI_INFO*)) 0x004086C0)
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//#define _CreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x00409370)
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//#define _GetCreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x004090A0)
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//#define CreatureEffect ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short(*)(int, int, int, short, short, short))) 0x0040B4D0)
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//#define CreatureEffect2 ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short, short, short(*)(int, int, int, short, short, short))) 0x0040B550)
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//#define CreatureTilt ((void (__cdecl*)(ITEM_INFO*, short)) 0x0040B1B0)
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//#define CreatureJoint ((void (__cdecl*)(ITEM_INFO*, short, short)) 0x0040B240)
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//#define _CreatureAnimation ((void (__cdecl*)(short, short, short)) 0x0040A1D0)
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//#define _InitialiseCreature ((void (__cdecl*)(short)) 0x00408550)
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//#define CreatureKill ((void (__cdecl*)(ITEM_INFO*, int, int, int)) 0x0040B820)
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//#define AlertAllGuards ((void (__cdecl*)(short)) 0x0040BA70)
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//#define AlertNearbyGuards ((void (__cdecl*)(ITEM_INFO*)) 0x0040BB10)
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//#define MoveCreature3DPos ((int(__cdecl*)(PHD_3DPOS*, PHD_3DPOS*, int, short, short)) 0x0040C460)
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//#define _CalculateTarget ((int(__cdecl*)(PHD_VECTOR*, ITEM_INFO*, LOT_INFO*)) 0x004098B0)
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//#define ValidBox ((int(__cdecl*)(ITEM_INFO*, short, short)) 0x00408FD0)
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//#define StalkBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00409770)
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//#define TargetBox ((int(__cdecl*)(LOT_INFO*, short)) 0x00408E20)
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//#define EscapeBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00408EF0)
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//#define BadFloor ((int(__cdecl*)(int, int, int, int, int, short, LOT_INFO*)) 0x00409FB0)
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//#define CreatureCreature ((int(__cdecl*)(short)) 0x00409E20)
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//#define DropBaddyPickups ((int(__cdecl*)(ITEM_INFO*)) 0x0040C5A0)
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//#define CreatureCollision ((void (__cdecl*)(short, ITEM_INFO*, COLL_INFO*)) 0x004124E0)
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//#define CreatureTurn ((short (__cdecl*)(ITEM_INFO*, short)) 0x0040AE90)
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#define _AIGuard ((short(__cdecl*)(CREATURE_INFO*)) 0x0040BBE0)
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#define _GetAITarget ((void(__cdecl*)(CREATURE_INFO*)) 0x0040BCC0)
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#define _FindAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C070)
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#define _SameZoneAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C460)
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void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
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void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
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void CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
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void CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
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void FindAITargetObject(CREATURE_INFO* creature, short objectNumber);
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void FindAITargetObject(CREATURE_INFO* creature, short objectNumber);
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@ -2,46 +2,14 @@
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#include "..\Global\global.h"
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#include "..\Global\global.h"
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//#define GetCeiling ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00417640)
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//#define GetRandomControl ((int (__cdecl*)()) 0x004A7C10)
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//#define AnimateItem ((void (__cdecl*)(ITEM_INFO*)) 0x00415300)
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#define GetWaterHeight ((int (__cdecl*)(int, int, int, short)) 0x00415DA0)
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#define GetWaterHeight ((int (__cdecl*)(int, int, int, short)) 0x00415DA0)
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#define TriggerActive ((int (__cdecl*)(ITEM_INFO*)) 0x004175B0)
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#define TriggerActive ((int (__cdecl*)(ITEM_INFO*)) 0x004175B0)
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//#define GetChange ((int (__cdecl*)(ITEM_INFO*, ANIM_STRUCT*)) 0x00415890)
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//#define KillMoveItems ((void (__cdecl*)()) 0x00414620)
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//#define KillMoveEffects ((void (__cdecl*)()) 0x004146A0)
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//#define ClearDynamics ((void (__cdecl*)()) 0x00431530)
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//#define ClearFires ((void (__cdecl*)()) 0x00481B10)
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//#define UpdateSparks ((void (__cdecl*)()) 0x0042E8B0)
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//#define UpdateFireSparks ((void (__cdecl*)()) 0x004813B0)
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//#define UpdateSmoke ((void (__cdecl*)()) 0x00481DD0)
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//#define UpdateBlood ((void (__cdecl*)()) 0x00482610)
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//#define UpdateBubbles ((void (__cdecl*)()) 0x00483540)
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//#define UpdateSplashes ((void (__cdecl*)()) 0x00430710)
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//#define UpdateDebris ((void (__cdecl*)()) 0x0041D500)
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//#define UpdateDrips ((void (__cdecl*)()) 0x00483D90)
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//#define UpdateGunShells ((void (__cdecl*)()) 0x00482D80)
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//#define UpdateBats ((void (__cdecl*)()) 0x00407FD0)
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//#define UpdateRats ((void (__cdecl*)()) 0x0046AC70)
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#define UpdateSpiders ((void (__cdecl*)()) 0x0047A340)
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#define UpdateSpiders ((void (__cdecl*)()) 0x0047A340)
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//#define UpdateShockwaves ((void (__cdecl*)()) 0x004849A0)
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#define UpdateLightning ((void (__cdecl*)()) 0x00484CB0)
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#define UpdateLightning ((void (__cdecl*)()) 0x00484CB0)
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#define UpdatePulseColor ((void (__cdecl*)()) 0x00480830)
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#define UpdatePulseColor ((void (__cdecl*)()) 0x00480830)
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//#define RumbleScreen ((void (__cdecl*)()) 0x00442C90)
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#define ExplodeItemNode ((int (__cdecl*)(ITEM_INFO*, int, int, int)) 0x0041ABF0)
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#define ExplodeItemNode ((int (__cdecl*)(ITEM_INFO*, int, int, int)) 0x0041ABF0)
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//#define LavaBurn ((void (__cdecl*)(ITEM_INFO*)) 0x0048ADD0)
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//#define RefreshCamera ((void (__cdecl*)(short, short*)) 0x004165E0)
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//#define DoFlipMap ((void (__cdecl*)(short)) 0x00418910)
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//#define PlaySoundTrack ((void (__cdecl*)(short, short)) 0x00418B90)
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//#define AlterFloorHeight ((void (__cdecl*)(ITEM_INFO*, int)) 0x004159F0)
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//#define ObjectOnLOS2 ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, PHD_VECTOR*, BITE_INFO*)) 0x00419110)
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//#define LOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*)) 0x00417CF0)
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//#define GetTargetOnLOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, int, int)) 0x0041A170)
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#define DoRayBox_sub_401523 ((int (__cdecl*)(PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*)) 0x00401523)
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#define DoRayBox_sub_401523 ((int (__cdecl*)(PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*)) 0x00401523)
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//#define GetFloor ((FLOOR_INFO* (__cdecl*)(int, int, int, short*)) 0x00415B20)
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//#define GetFloorHeight ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00415FB0)
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#define TRIG_BITS(T) ((T & 0x3fff) >> 10)
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#define TRIG_BITS(T) ((T & 0x3fff) >> 10)
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extern int KeyTriggerActive;
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extern int KeyTriggerActive;
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@ -2,12 +2,6 @@
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#include "..\Global\global.h"
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#include "..\Global\global.h"
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//#define InitialiseDoor ((void (__cdecl*)(short)) 0x0043DB60)
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#define DrawLiftDoor ((void (__cdecl*)(ITEM_INFO*)) 0x0045AAF0)
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#define DoubleDoorControl ((void (__cdecl*)(short)) 0x00429840)
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//#define InitialiseSteelDoor ((void (__cdecl*)(short)) 0x0043F180)
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#define SteelDoorControl ((void (__cdecl*)(short)) 0x00486BE0)
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//#define SteelDoorCollision ((void (__cdecl*)(short,ITEM_INFO*,COLL_INFO*)) 0x00487AD0)
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void SequenceDoorControl(short itemNumber);
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void SequenceDoorControl(short itemNumber);
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void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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@ -2,26 +2,10 @@
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#include "..\Global\global.h"
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#include "..\Global\global.h"
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//#define DetatchSpark ((SPARKS* (__cdecl*)(int, int)) 0x0042E6A0)
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//#define AddWaterSparks ((void (__cdecl*)(int, int, int, int)) 0x00483180)
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//#define TriggerUnderwaterExplosion ((void (__cdecl*)(ITEM_INFO*)) 0x0044F500)
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//#define TriggerExplosionSparks ((void (__cdecl*)(int, int, int, int, int, int, short)) 0x0042F610)
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#define ExplodingDeath ((void (__cdecl*)(short, int, int)) 0x00484080)
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#define ExplodingDeath ((void (__cdecl*)(short, int, int)) 0x00484080)
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//#define GetFreeSpark ((short (__cdecl*)()) 0x0042E790)
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//#define GetFreeDrip ((short (__cdecl*)()) 0x00483D00)
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//#define GetFreeSmokeSpark ((short (__cdecl*)()) 0x00481D40)
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//#define TriggerDartSmoke ((void (__cdecl*)(int, int, int, int, int, int)) 0x00430D90)
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//#define TriggerGunShell ((void (__cdecl*)(short, int, int)) 0x00482A60)
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//#define TriggerLaraDrips ((void (__cdecl*)()) 0x00483F00)
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//#define SetupRipple ((void (__cdecl*)(int, int, int, int, int)) 0x00430910)
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//#define TriggerShockwave ((void (__cdecl*)(PHD_3DPOS*, int, int, int, int, int)) 0x00484670)
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//#define TriggerExplosionBubbles ((void (__cdecl*)(int, int, int, short)) 0x00431070)
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//#define AddFire ((void (__cdecl*)(int, int, int, byte, short, int)) 0x00481B40)
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#define InitialiseSmokeEmitter ((void (__cdecl*)(short)) 0x0043D9D0)
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#define InitialiseSmokeEmitter ((void (__cdecl*)(short)) 0x0043D9D0)
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#define SmokeEmitterControl ((void (__cdecl*)(short)) 0x00431560)
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#define SmokeEmitterControl ((void (__cdecl*)(short)) 0x00431560)
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#define DrawLensFlare ((void (__cdecl*)(ITEM_INFO*)) 0x00485290)
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#define DrawLensFlare ((void (__cdecl*)(ITEM_INFO*)) 0x00485290)
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//#define ControlWaterfallMist ((void (__cdecl*)(short)) 0x00432CA0)
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//#define TriggerRicochetSparks ((void (__cdecl*)(GAME_VECTOR*, short, int, int)) 0x0042F060)
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extern SPLASH_STRUCT Splashes[MAX_SPLASH];
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extern SPLASH_STRUCT Splashes[MAX_SPLASH];
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extern RIPPLE_STRUCT Ripples[32];
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extern RIPPLE_STRUCT Ripples[32];
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@ -2,10 +2,7 @@
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#include "..\Global\global.h"
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#include "..\Global\global.h"
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//#define DoBloodSplat ((short (__cdecl*)(int, int, int, short, short, short)) 0x00432760)
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#define DoLotsOfBlood ((void (__cdecl*)(int, int, int, short, short, short, int)) 0x00432800)
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#define DoLotsOfBlood ((void (__cdecl*)(int, int, int, short, short, short, int)) 0x00432800)
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//#define CreateBubble ((short (__cdecl*)(PHD_3DPOS*, short, int)) 0x0043C6C0);
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//#define SetupRipple ((void (__cdecl*)(int, int, int, byte, byte)) 0x00430910);
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#define SoundEffects ((void (__cdecl*)()) 0x00432640)
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#define SoundEffects ((void (__cdecl*)()) 0x00432640)
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int ItemNearLara(PHD_3DPOS* pos, int radius);
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int ItemNearLara(PHD_3DPOS* pos, int radius);
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@ -11,7 +11,7 @@ typedef struct footprint_t {
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byte startOpacity;
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byte startOpacity;
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byte opacity;
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byte opacity;
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bool active;
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bool active;
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}FOOTPRINT_STRUCT;
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} FOOTPRINT_STRUCT;
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constexpr int FOOT_HEIGHT_OFFSET = 64;
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constexpr int FOOT_HEIGHT_OFFSET = 64;
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bool CheckFootOnFloor(ITEM_INFO& const item, int mesh, PHD_3DPOS& outFootprintPosition);
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bool CheckFootOnFloor(ITEM_INFO& const item, int mesh, PHD_3DPOS& outFootprintPosition);
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@ -16,6 +16,7 @@ using namespace DirectX::SimpleMath;
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#include "math.h"
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#include "math.h"
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#include "macros.h"
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#include "macros.h"
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#include "malloc.h"
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#include "malloc.h"
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#include "legacyfunctions.h"
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#include "..\Scripting\GameLogicScript.h"
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#include "..\Scripting\GameLogicScript.h"
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#include "..\Scripting\GameFlowScript.h"
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#include "..\Scripting\GameFlowScript.h"
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101
TR5Main/Global/legacyfunctions.h
Normal file
101
TR5Main/Global/legacyfunctions.h
Normal file
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@ -0,0 +1,101 @@
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#pragma once
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#include "types.h"
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// BOX.CPP
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#define Legacy_CreatureActive ((int (__cdecl*)(short)) 0x00408630)
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#define Legacy_CreatureUnderwater ((void (__cdecl*)(ITEM_INFO*, int)) 0x0040B400)
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#define Legacy_CreatureFloat ((int (__cdecl*)(short)) 0x0040B2C0)
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#define Legacy_CreatureDie ((void (__cdecl*)(short, int)) 0x0040A090)
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#define Legacy_CreatureAIInfo ((void (__cdecl*)(ITEM_INFO*, AI_INFO*)) 0x004086C0)
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#define Legacy_CreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x00409370)
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#define Legacy_GetCreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x004090A0)
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#define Legacy_CreatureEffect ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short(*)(int, int, int, short, short, short))) 0x0040B4D0)
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#define Legacy_CreatureEffect2 ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short, short, short(*)(int, int, int, short, short, short))) 0x0040B550)
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#define Legacy_CreatureTilt ((void (__cdecl*)(ITEM_INFO*, short)) 0x0040B1B0)
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#define Legacy_CreatureJoint ((void (__cdecl*)(ITEM_INFO*, short, short)) 0x0040B240)
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#define Legacy_CreatureAnimation ((void (__cdecl*)(short, short, short)) 0x0040A1D0)
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#define Legacy_InitialiseCreature ((void (__cdecl*)(short)) 0x00408550)
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#define Legacy_CreatureKill ((void (__cdecl*)(ITEM_INFO*, int, int, int)) 0x0040B820)
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#define Legacy_AlertAllGuards ((void (__cdecl*)(short)) 0x0040BA70)
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#define Legacy_AlertNearbyGuards ((void (__cdecl*)(ITEM_INFO*)) 0x0040BB10)
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#define Legacy_MoveCreature3DPos ((int(__cdecl*)(PHD_3DPOS*, PHD_3DPOS*, int, short, short)) 0x0040C460)
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#define Legacy_CalculateTarget ((int(__cdecl*)(PHD_VECTOR*, ITEM_INFO*, LOT_INFO*)) 0x004098B0)
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#define Legacy_ValidBox ((int(__cdecl*)(ITEM_INFO*, short, short)) 0x00408FD0)
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||||||
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#define Legacy_StalkBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00409770)
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#define Legacy_TargetBox ((int(__cdecl*)(LOT_INFO*, short)) 0x00408E20)
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#define Legacy_EscapeBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00408EF0)
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#define Legacy_BadFloor ((int(__cdecl*)(int, int, int, int, int, short, LOT_INFO*)) 0x00409FB0)
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#define Legacy_CreatureCreature ((int(__cdecl*)(short)) 0x00409E20)
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#define Legacy_DropBaddyPickups ((int(__cdecl*)(ITEM_INFO*)) 0x0040C5A0)
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#define Legacy_CreatureCollision ((void (__cdecl*)(short, ITEM_INFO*, COLL_INFO*)) 0x004124E0)
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#define Legacy_CreatureTurn ((short (__cdecl*)(ITEM_INFO*, short)) 0x0040AE90)
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#define Legacy_AIGuard ((short(__cdecl*)(CREATURE_INFO*)) 0x0040BBE0)
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#define Legacy_GetAITarget ((void(__cdecl*)(CREATURE_INFO*)) 0x0040BCC0)
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#define Legacy_FindAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C070)
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#define Legacy_SameZoneAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C460)
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// CONTROL.CPP
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#define Legacy_GetCeiling ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00417640)
|
||||||
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#define Legacy_GetRandomControl ((int (__cdecl*)()) 0x004A7C10)
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||||||
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#define Legacy_AnimateItem ((void (__cdecl*)(ITEM_INFO*)) 0x00415300)
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||||||
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#define Legacy_GetChange ((int (__cdecl*)(ITEM_INFO*, ANIM_STRUCT*)) 0x00415890)
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||||||
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#define Legacy_KillMoveItems ((void (__cdecl*)()) 0x00414620)
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||||||
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#define Legacy_KillMoveEffects ((void (__cdecl*)()) 0x004146A0)
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||||||
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#define Legacy_ClearDynamics ((void (__cdecl*)()) 0x00431530)
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||||||
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#define Legacy_ClearFires ((void (__cdecl*)()) 0x00481B10)
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||||||
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#define Legacy_UpdateSparks ((void (__cdecl*)()) 0x0042E8B0)
|
||||||
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#define Legacy_UpdateFireSparks ((void (__cdecl*)()) 0x004813B0)
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||||||
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#define Legacy_UpdateSmoke ((void (__cdecl*)()) 0x00481DD0)
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||||||
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#define Legacy_UpdateBlood ((void (__cdecl*)()) 0x00482610)
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||||||
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#define Legacy_UpdateBubbles ((void (__cdecl*)()) 0x00483540)
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||||||
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#define Legacy_UpdateSplashes ((void (__cdecl*)()) 0x00430710)
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||||||
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#define Legacy_UpdateDebris ((void (__cdecl*)()) 0x0041D500)
|
||||||
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#define Legacy_UpdateDrips ((void (__cdecl*)()) 0x00483D90)
|
||||||
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#define Legacy_UpdateGunShells ((void (__cdecl*)()) 0x00482D80)
|
||||||
|
#define Legacy_UpdateBats ((void (__cdecl*)()) 0x00407FD0)
|
||||||
|
#define Legacy_UpdateRats ((void (__cdecl*)()) 0x0046AC70)
|
||||||
|
#define Legacy_LavaBurn ((void (__cdecl*)(ITEM_INFO*)) 0x0048ADD0)
|
||||||
|
#define Legacy_RefreshCamera ((void (__cdecl*)(short, short*)) 0x004165E0)
|
||||||
|
#define Legacy_DoFlipMap ((void (__cdecl*)(short)) 0x00418910)
|
||||||
|
#define Legacy_PlaySoundTrack ((void (__cdecl*)(short, short)) 0x00418B90)
|
||||||
|
#define Legacy_AlterFloorHeight ((void (__cdecl*)(ITEM_INFO*, int)) 0x004159F0)
|
||||||
|
#define Legacy_ObjectOnLOS2 ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, PHD_VECTOR*, BITE_INFO*)) 0x00419110)
|
||||||
|
#define Legacy_LOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*)) 0x00417CF0)
|
||||||
|
#define Legacy_GetTargetOnLOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, int, int)) 0x0041A170)
|
||||||
|
#define Legacy_RumbleScreen ((void (__cdecl*)()) 0x00442C90)
|
||||||
|
#define Legacy_UpdateShockwaves ((void (__cdecl*)()) 0x004849A0)
|
||||||
|
#define Legacy_GetFloor ((FLOOR_INFO* (__cdecl*)(int, int, int, short*)) 0x00415B20)
|
||||||
|
#define Legacy_GetFloorHeight ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00415FB0)
|
||||||
|
|
||||||
|
// DOOR.CPP
|
||||||
|
#define Legacy_InitialiseDoor ((void (__cdecl*)(short)) 0x0043DB60)
|
||||||
|
#define Legacy_DrawLiftDoor ((void (__cdecl*)(ITEM_INFO*)) 0x0045AAF0)
|
||||||
|
#define Legacy_DoubleDoorControl ((void (__cdecl*)(short)) 0x00429840)
|
||||||
|
#define Legacy_InitialiseSteelDoor ((void (__cdecl*)(short)) 0x0043F180)
|
||||||
|
#define Legacy_SteelDoorControl ((void (__cdecl*)(short)) 0x00486BE0)
|
||||||
|
#define Legacy_SteelDoorCollision ((void (__cdecl*)(short,ITEM_INFO*,COLL_INFO*)) 0x00487AD0)
|
||||||
|
|
||||||
|
// EFFECT2.CPP
|
||||||
|
#define Legacy_DetatchSpark ((SPARKS* (__cdecl*)(int, int)) 0x0042E6A0)
|
||||||
|
#define Legacy_AddWaterSparks ((void (__cdecl*)(int, int, int, int)) 0x00483180)
|
||||||
|
#define Legacy_TriggerUnderwaterExplosion ((void (__cdecl*)(ITEM_INFO*)) 0x0044F500)
|
||||||
|
#define Legacy_TriggerExplosionSparks ((void (__cdecl*)(int, int, int, int, int, int, short)) 0x0042F610)
|
||||||
|
#define Legacy_GetFreeSpark ((short (__cdecl*)()) 0x0042E790)
|
||||||
|
#define Legacy_GetFreeDrip ((short (__cdecl*)()) 0x00483D00)
|
||||||
|
#define Legacy_GetFreeSmokeSpark ((short (__cdecl*)()) 0x00481D40)
|
||||||
|
#define Legacy_TriggerDartSmoke ((void (__cdecl*)(int, int, int, int, int, int)) 0x00430D90)
|
||||||
|
#define Legacy_TriggerGunShell ((void (__cdecl*)(short, int, int)) 0x00482A60)
|
||||||
|
#define Legacy_TriggerLaraDrips ((void (__cdecl*)()) 0x00483F00)
|
||||||
|
#define Legacy_SetupRipple ((void (__cdecl*)(int, int, int, int, int)) 0x00430910)
|
||||||
|
#define Legacy_TriggerShockwave ((void (__cdecl*)(PHD_3DPOS*, int, int, int, int, int)) 0x00484670)
|
||||||
|
#define Legacy_TriggerExplosionBubbles ((void (__cdecl*)(int, int, int, short)) 0x00431070)
|
||||||
|
#define Legacy_AddFire ((void (__cdecl*)(int, int, int, byte, short, int)) 0x00481B40)
|
||||||
|
#define Legacy_ControlWaterfallMist ((void (__cdecl*)(short)) 0x00432CA0)
|
||||||
|
#define Legacy_TriggerRicochetSparks ((void (__cdecl*)(GAME_VECTOR*, short, int, int)) 0x0042F060)
|
||||||
|
|
||||||
|
// EFFECTS.CPP
|
||||||
|
#define Legacy_DoBloodSplat ((short (__cdecl*)(int, int, int, short, short, short)) 0x00432760)
|
||||||
|
#define Legacy_CreateBubble ((short (__cdecl*)(PHD_3DPOS*, short, int)) 0x0043C6C0);
|
||||||
|
#define Legacy_SetupRipple ((void (__cdecl*)(int, int, int, byte, byte)) 0x00430910);
|
||||||
|
|
|
@ -4765,7 +4765,7 @@ void Renderer11::drawBlood()
|
||||||
{
|
{
|
||||||
AddSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 15],
|
AddSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 15],
|
||||||
Vector3(blood->x, blood->y, blood->z),
|
Vector3(blood->x, blood->y, blood->z),
|
||||||
Vector4(blood->shade * 244/255.0f, blood->shade * 0, blood->shade * 0,1.0f),
|
Vector4(blood->shade / 255.0f, blood->shade * 0, blood->shade * 0,1.0f),
|
||||||
TR_ANGLE_TO_RAD(blood->rotAng), 1.0f, blood->size * 8.0f, blood->size * 8.0f,
|
TR_ANGLE_TO_RAD(blood->rotAng), 1.0f, blood->size * 8.0f, blood->size * 8.0f,
|
||||||
BLENDMODE_ALPHABLEND);
|
BLENDMODE_ALPHABLEND);
|
||||||
}
|
}
|
||||||
|
@ -4986,7 +4986,7 @@ void Renderer11::drawBubbles()
|
||||||
{
|
{
|
||||||
BUBBLE_STRUCT* bubble = &Bubbles[i];
|
BUBBLE_STRUCT* bubble = &Bubbles[i];
|
||||||
if (bubble->size)
|
if (bubble->size)
|
||||||
AddSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_BUBBLES], Vector3(bubble->pos.x, bubble->pos.y, bubble->pos.z),Vector4( bubble->shade, bubble->shade, bubble->shade,1.0f), 0.0f, 1.0f, bubble->size * 0.5f, bubble->size * 0.5f, BLENDMODE_ALPHABLEND);
|
AddSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_BUBBLES], Vector3(bubble->pos.x, bubble->pos.y, bubble->pos.z),Vector4( bubble->shade/255.0f, bubble->shade/255.0f, bubble->shade/255.0f,1.0f), 0.0f, 1.0f, bubble->size * 0.5f, bubble->size * 0.5f, BLENDMODE_ALPHABLEND);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -2275,7 +2275,7 @@ void ObjectObjects()
|
||||||
{
|
{
|
||||||
obj->initialise = InitialiseDoor;
|
obj->initialise = InitialiseDoor;
|
||||||
obj->control = DoorControl;
|
obj->control = DoorControl;
|
||||||
obj->drawRoutine = DrawLiftDoor;
|
obj->drawRoutine = Legacy_DrawLiftDoor;
|
||||||
}
|
}
|
||||||
|
|
||||||
obj = &Objects[ID_LIFT_DOORS2];
|
obj = &Objects[ID_LIFT_DOORS2];
|
||||||
|
@ -2283,7 +2283,7 @@ void ObjectObjects()
|
||||||
{
|
{
|
||||||
obj->initialise = InitialiseDoor;
|
obj->initialise = InitialiseDoor;
|
||||||
obj->control = DoorControl;
|
obj->control = DoorControl;
|
||||||
obj->drawRoutine = DrawLiftDoor;
|
obj->drawRoutine = Legacy_DrawLiftDoor;
|
||||||
}
|
}
|
||||||
|
|
||||||
obj = &Objects[ID_SEQUENCE_DOOR1];
|
obj = &Objects[ID_SEQUENCE_DOOR1];
|
||||||
|
@ -2600,7 +2600,7 @@ void ObjectObjects()
|
||||||
{
|
{
|
||||||
obj->initialise = InitialiseSteelDoor;
|
obj->initialise = InitialiseSteelDoor;
|
||||||
obj->collision = SteelDoorCollision;
|
obj->collision = SteelDoorCollision;
|
||||||
obj->control = SteelDoorControl;
|
obj->control = Legacy_SteelDoorControl;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
|
@ -120,6 +120,7 @@ xcopy /Y "$(ProjectDir)Scripting\Scripts\*.lua" "$(TargetDir)\Scripts"</Command>
|
||||||
<ClInclude Include="Game\groundfx.h" />
|
<ClInclude Include="Game\groundfx.h" />
|
||||||
<ClInclude Include="Game\swat.h" />
|
<ClInclude Include="Game\swat.h" />
|
||||||
<ClInclude Include="Game\lion.h" />
|
<ClInclude Include="Game\lion.h" />
|
||||||
|
<ClInclude Include="Global\legacyfunctions.h" />
|
||||||
<ClInclude Include="Libs\fixedpoint\fixed_point.hpp" />
|
<ClInclude Include="Libs\fixedpoint\fixed_point.hpp" />
|
||||||
<ClInclude Include="Objects\oldobjects.h" />
|
<ClInclude Include="Objects\oldobjects.h" />
|
||||||
<ClInclude Include="Scripting\LanguageScript.h" />
|
<ClInclude Include="Scripting\LanguageScript.h" />
|
||||||
|
|
|
@ -309,6 +309,9 @@
|
||||||
<ClInclude Include="Game\footprint.h">
|
<ClInclude Include="Game\footprint.h">
|
||||||
<Filter>File di intestazione</Filter>
|
<Filter>File di intestazione</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="Global\legacyfunctions.h">
|
||||||
|
<Filter>File di intestazione</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="TR5Main.cpp">
|
<ClCompile Include="TR5Main.cpp">
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue