Added Sophia

- deleted all the __cdecl except for the #define function. because /Gd enable the __cdecl for function by default.

- added the commented code in FireWeapon for TR3 entity (some function is missing)
This commit is contained in:
TokyoSU 2019-12-02 14:49:19 +01:00
parent 37ac9b77fd
commit 713c992d76
115 changed files with 2749 additions and 1499 deletions

View file

@ -36,42 +36,42 @@
#define _FindAIObject ((int(__cdecl*)(CREATURE_INFO*, short)) 0x0040C070)
#define _SameZoneAIObject ((int(__cdecl*)(CREATURE_INFO*, short)) 0x0040C460)
void __cdecl GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
void __cdecl CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
void __cdecl FindAITargetObject(CREATURE_INFO* creature, short objectNumber);
void __cdecl GetAITarget(CREATURE_INFO* creature);
int __cdecl CreatureVault(short itemNum, short angle, int vault, int shift);
void __cdecl DropBaddyPickups(ITEM_INFO* item);
int __cdecl MoveCreature3DPos(PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int velocity, short angdif, int angadd);
void __cdecl CreatureYRot2(PHD_3DPOS* srcpos, short angle, short angadd);
short __cdecl SameZone(CREATURE_INFO* creature, ITEM_INFO* targetItem);
void __cdecl FindAITargetObject(CREATURE_INFO* creature, short objNum);
short __cdecl AIGuard(CREATURE_INFO* creature);
void __cdecl AlertNearbyGuards(ITEM_INFO* item);
void __cdecl AlertAllGuards(short itemNumber);
void __cdecl CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraAnim);
short __cdecl CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, short (*generate)(int x, int y, int z, short speed, short yrot, short roomNumber));
short __cdecl CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, short(*generate)(int x, int y, int z, short speed, short yrot, short roomNumber));
void __cdecl CreatureUnderwater(ITEM_INFO* item, int depth);
void __cdecl CreatureFloat(short itemNumber);
void __cdecl CreatureJoint(ITEM_INFO* item, short joint, short required);
void __cdecl CreatureTilt(ITEM_INFO* item, short angle);
//short __cdecl _CreatureTurn(ITEM_INFO* item, short maximumTurn);
void __cdecl CreatureDie(short itemNumber, int explode);
int __cdecl BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short roomNumber, LOT_INFO* LOT);
int __cdecl CreatureCreature(short itemNumber);
int __cdecl ValidBox(ITEM_INFO* item, short zoneNumber, short boxNumber);
int __cdecl EscapeBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber);
void __cdecl TargetBox(LOT_INFO* LOT, short boxNumber);
int __cdecl UpdateLOT(LOT_INFO* LOT, int expansion);
int __cdecl SearchLOT(LOT_INFO* LOT, int expansion);
int __cdecl CreatureActive(short itemNumber);
void __cdecl InitialiseCreature(short itemNumber);
int __cdecl StalkBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber);
void __cdecl CreatureAIInfo(ITEM_INFO* item, AI_INFO* info);
TARGET_TYPE __cdecl CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT);
int __cdecl CreatureAnimation(short itemNumber, short angle, short tilt);
long __cdecl mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, long push);
void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
void CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
void FindAITargetObject(CREATURE_INFO* creature, short objectNumber);
void GetAITarget(CREATURE_INFO* creature);
int CreatureVault(short itemNum, short angle, int vault, int shift);
void DropBaddyPickups(ITEM_INFO* item);
int MoveCreature3DPos(PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int velocity, short angdif, int angadd);
void CreatureYRot2(PHD_3DPOS* srcpos, short angle, short angadd);
short SameZone(CREATURE_INFO* creature, ITEM_INFO* targetItem);
void FindAITargetObject(CREATURE_INFO* creature, short objNum);
short AIGuard(CREATURE_INFO* creature);
void AlertNearbyGuards(ITEM_INFO* item);
void AlertAllGuards(short itemNumber);
void CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraAnim);
short CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, short (*generate)(int x, int y, int z, short speed, short yrot, short roomNumber));
short CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, short(*generate)(int x, int y, int z, short speed, short yrot, short roomNumber));
void CreatureUnderwater(ITEM_INFO* item, int depth);
void CreatureFloat(short itemNumber);
void CreatureJoint(ITEM_INFO* item, short joint, short required);
void CreatureTilt(ITEM_INFO* item, short angle);
//short _CreatureTurn(ITEM_INFO* item, short maximumTurn);
void CreatureDie(short itemNumber, int explode);
int BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short roomNumber, LOT_INFO* LOT);
int CreatureCreature(short itemNumber);
int ValidBox(ITEM_INFO* item, short zoneNumber, short boxNumber);
int EscapeBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber);
void TargetBox(LOT_INFO* LOT, short boxNumber);
int UpdateLOT(LOT_INFO* LOT, int expansion);
int SearchLOT(LOT_INFO* LOT, int expansion);
int CreatureActive(short itemNumber);
void InitialiseCreature(short itemNumber);
int StalkBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber);
void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info);
TARGET_TYPE CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT);
int CreatureAnimation(short itemNumber, short angle, short tilt);
long mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, long push);
void Inject_Box();

View file

@ -11,7 +11,7 @@
extern LaraExtraInfo g_LaraExtra;
void __cdecl DropBaddyPickups(ITEM_INFO* item)
void DropBaddyPickups(ITEM_INFO* item)
{
ITEM_INFO* pickup = NULL;
@ -31,7 +31,7 @@ void __cdecl DropBaddyPickups(ITEM_INFO* item)
}
}
int __cdecl MoveCreature3DPos(PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int velocity, short angdif, int angadd)
int MoveCreature3DPos(PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int velocity, short angdif, int angadd)
{
int x = destpos->xPos - srcpos->xPos;
int y = destpos->yPos - srcpos->yPos;
@ -69,7 +69,7 @@ int __cdecl MoveCreature3DPos(PHD_3DPOS* srcpos, PHD_3DPOS* destpos, int velocit
&& srcpos->yRot == destpos->yRot;
}
void __cdecl CreatureYRot2(PHD_3DPOS* srcpos, short angle, short angadd)
void CreatureYRot2(PHD_3DPOS* srcpos, short angle, short angadd)
{
if (angadd < angle)
{
@ -88,7 +88,7 @@ void __cdecl CreatureYRot2(PHD_3DPOS* srcpos, short angle, short angadd)
return;
}
short __cdecl SameZone(CREATURE_INFO* creature, ITEM_INFO* targetItem)
short SameZone(CREATURE_INFO* creature, ITEM_INFO* targetItem)
{
ITEM_INFO* item = &Items[creature->itemNum];
@ -103,7 +103,7 @@ short __cdecl SameZone(CREATURE_INFO* creature, ITEM_INFO* targetItem)
return (zone[item->boxNumber] == zone[targetItem->boxNumber]);
}
short __cdecl AIGuard(CREATURE_INFO* creature)
short AIGuard(CREATURE_INFO* creature)
{
int random;
@ -137,7 +137,7 @@ short __cdecl AIGuard(CREATURE_INFO* creature)
return -0x4000;
}
void __cdecl AlertNearbyGuards(ITEM_INFO* item)
void AlertNearbyGuards(ITEM_INFO* item)
{
for (int i = 0; i < NUM_SLOTS; i++)
{
@ -164,7 +164,7 @@ void __cdecl AlertNearbyGuards(ITEM_INFO* item)
}
}
void __cdecl AlertAllGuards(short itemNumber)
void AlertAllGuards(short itemNumber)
{
short objNumber = Items[itemNumber].objectNumber;
@ -185,7 +185,7 @@ void __cdecl AlertAllGuards(short itemNumber)
}
}
void __cdecl CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraKillState)
void CreatureKill(ITEM_INFO* item, int killAnim, int killState, short laraKillState)
{
item->animNumber = Objects[item->objectNumber].animIndex + killAnim;
item->frameNumber = Anims[item->animNumber].frameBase;
@ -233,7 +233,7 @@ void __cdecl CreatureKill(ITEM_INFO* item, int killAnim, int killState, short la
*/
}
short __cdecl CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, short (*generate)(int x, int y, int z, short speed, short yrot, short roomNumber))
short CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, short angle, short (*generate)(int x, int y, int z, short speed, short yrot, short roomNumber))
{
PHD_VECTOR pos;
@ -246,7 +246,7 @@ short __cdecl CreatureEffect2(ITEM_INFO* item, BITE_INFO* bite, short damage, sh
return generate(pos.x, pos.y, pos.z, damage, angle, item->roomNumber);
}
short __cdecl CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, short(*generate)(int x, int y, int z, short speed, short yrot, short roomNumber))
short CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, short(*generate)(int x, int y, int z, short speed, short yrot, short roomNumber))
{
PHD_VECTOR pos;
@ -259,7 +259,7 @@ short __cdecl CreatureEffect(ITEM_INFO* item, BITE_INFO* bite, short(*generate)(
return generate(pos.x, pos.y, pos.z, item->speed, item->pos.yRot, item->roomNumber);
}
void __cdecl CreatureUnderwater(ITEM_INFO* item, int depth)
void CreatureUnderwater(ITEM_INFO* item, int depth)
{
int waterLevel;
if (depth < 0)
@ -297,7 +297,7 @@ void __cdecl CreatureUnderwater(ITEM_INFO* item, int depth)
}
}
void __cdecl CreatureFloat(short itemNumber)
void CreatureFloat(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
item->hitPoints = -16384;
@ -336,7 +336,7 @@ void __cdecl CreatureFloat(short itemNumber)
}
}
void __cdecl CreatureJoint(ITEM_INFO* item, short joint, short required)
void CreatureJoint(ITEM_INFO* item, short joint, short required)
{
if (item->data == NULL)
return;
@ -357,7 +357,7 @@ void __cdecl CreatureJoint(ITEM_INFO* item, short joint, short required)
creature->jointRotation[joint] = -12288;
}
void __cdecl CreatureTilt(ITEM_INFO* item, short angle)
void CreatureTilt(ITEM_INFO* item, short angle)
{
angle = (angle << 2) - item->pos.zRot;
@ -376,7 +376,7 @@ void __cdecl CreatureTilt(ITEM_INFO* item, short angle)
}
// TODO: probably wrong value somewhere, since the xRot is modified.
short __cdecl _CreatureTurn(ITEM_INFO* item, short maximumTurn)
short _CreatureTurn(ITEM_INFO* item, short maximumTurn)
{
if (item->data == NULL || maximumTurn == 0)
return 0;
@ -462,7 +462,7 @@ short __cdecl _CreatureTurn(ITEM_INFO* item, short maximumTurn)
return angle;
}
int __cdecl CreatureAnimation(short itemNumber, short angle, short tilt)
int CreatureAnimation(short itemNumber, short angle, short tilt)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->data == NULL)
@ -779,7 +779,7 @@ int __cdecl CreatureAnimation(short itemNumber, short angle, short tilt)
return 1;
}
void __cdecl CreatureDie(short itemNumber, int explode)
void CreatureDie(short itemNumber, int explode)
{
ITEM_INFO* item = &Items[itemNumber];
item->hitPoints = -16384;
@ -804,7 +804,7 @@ void __cdecl CreatureDie(short itemNumber, int explode)
DropBaddyPickups(item);
}
int __cdecl BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short roomNumber, LOT_INFO* LOT)
int BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short roomNumber, LOT_INFO* LOT)
{
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
@ -834,7 +834,7 @@ int __cdecl BadFloor(int x, int y, int z, int boxHeight, int nextHeight, short r
return 0;
}
int __cdecl CreatureCreature(short itemNumber)
int CreatureCreature(short itemNumber)
{
int x = Items[itemNumber].pos.xPos;
int z = Items[itemNumber].pos.zPos;
@ -867,7 +867,7 @@ int __cdecl CreatureCreature(short itemNumber)
return NO_TARGET;
}*/
int __cdecl ValidBox(ITEM_INFO* item, short zoneNumber, short boxNumber)
int ValidBox(ITEM_INFO* item, short zoneNumber, short boxNumber)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
short* zone = GroundZones[FlipStatus + 2 * creature->LOT.zone];
@ -887,7 +887,7 @@ int __cdecl ValidBox(ITEM_INFO* item, short zoneNumber, short boxNumber)
return 0;
}
int __cdecl EscapeBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)
int EscapeBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)
{
BOX_INFO* box = &Boxes[boxNumber];
int x = ((box->top + box->bottom) << (WALL_SHIFT - 1)) - enemy->pos.xPos;
@ -903,7 +903,7 @@ int __cdecl EscapeBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)
return 1;
}
void __cdecl TargetBox(LOT_INFO* LOT, short boxNumber)
void TargetBox(LOT_INFO* LOT, short boxNumber)
{
boxNumber &= 0x7FF;
BOX_INFO* box = &Boxes[boxNumber];
@ -921,7 +921,7 @@ void __cdecl TargetBox(LOT_INFO* LOT, short boxNumber)
return;
}
int __cdecl UpdateLOT(LOT_INFO* LOT, int depth)
int UpdateLOT(LOT_INFO* LOT, int depth)
{
BOX_NODE* node;
@ -947,7 +947,7 @@ int __cdecl UpdateLOT(LOT_INFO* LOT, int depth)
return SearchLOT(LOT, depth);
}
int __cdecl SearchLOT(LOT_INFO* LOT, int depth)
int SearchLOT(LOT_INFO* LOT, int depth)
{
short* zone = GroundZones[FlipStatus + 2 * LOT->zone];
short searchZone = zone[LOT->head];
@ -1023,7 +1023,7 @@ int __cdecl SearchLOT(LOT_INFO* LOT, int depth)
return true;
}
int __cdecl CreatureActive(short itemNumber)
int CreatureActive(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -1037,7 +1037,7 @@ int __cdecl CreatureActive(short itemNumber)
return true;
}
void __cdecl InitialiseCreature(short itemNumber)
void InitialiseCreature(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
ROOM_INFO* room = &Rooms[item->roomNumber];
@ -1049,7 +1049,7 @@ void __cdecl InitialiseCreature(short itemNumber)
item->itemFlags[2] = item->roomNumber | (item->pos.yPos - room->minfloor);
}
int __cdecl StalkBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)
int StalkBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)
{
if (enemy == NULL)
return 0;
@ -1149,7 +1149,7 @@ int CreatureVault(short itemNum, short angle, int vault, int shift)
return vault;
}
void __cdecl GetAITarget(CREATURE_INFO* creature)
void GetAITarget(CREATURE_INFO* creature)
{
ITEM_INFO* enemy = creature->enemy;
short enemyObjectNumber;
@ -1241,7 +1241,7 @@ void __cdecl GetAITarget(CREATURE_INFO* creature)
}
}
void __cdecl FindAITargetObject(CREATURE_INFO* creature, short objectNumber)
void FindAITargetObject(CREATURE_INFO* creature, short objectNumber)
{
ITEM_INFO* item = &Items[creature->itemNum];
@ -1296,7 +1296,7 @@ void __cdecl FindAITargetObject(CREATURE_INFO* creature, short objectNumber)
}
}
void __cdecl CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
void CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
{
if (item->data == NULL)
return;
@ -1374,7 +1374,7 @@ void __cdecl CreatureAIInfo(ITEM_INFO* item, AI_INFO* info)
info->bite = (info->ahead && enemy->hitPoints > 0 && abs(enemy->pos.yPos - item->pos.yPos) <= 512);
}
void __cdecl CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
void CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
{
int boxNumber;
short* bounds;
@ -1477,7 +1477,7 @@ void __cdecl CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
}
}
void __cdecl GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
if (creature)
@ -1580,7 +1580,7 @@ void __cdecl GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent)
}
}
TARGET_TYPE __cdecl CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT)
TARGET_TYPE CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INFO* LOT)
{
UpdateLOT(LOT, 5);
@ -1802,7 +1802,7 @@ TARGET_TYPE __cdecl CalculateTarget(PHD_VECTOR* target, ITEM_INFO* item, LOT_INF
return NO_TARGET;
}
long __cdecl mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, long push)
long mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, long push)
{
FLOOR_INFO* floor;
long x, y, z, h, c, cdiff, hdiff;

View file

@ -1,10 +1,10 @@
#include "Camera.h"
#include "camera.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <stdio.h>
#include "draw.h"
void __cdecl LookAt(int posX, int posY, int posZ,
void LookAt(int posX, int posY, int posZ,
int targetX, int targetY, int targetZ,
short roll)
{
@ -17,7 +17,7 @@ void __cdecl LookAt(int posX, int posY, int posZ,
g_Renderer->UpdateCameraMatrices(posX, posY, posZ, targetX, targetY, targetZ, r, fov);
}
void __cdecl AlterFOV(int value)
void AlterFOV(int value)
{
CurrentFOV = value;
PhdPerspective = PhdWidth / 2 * COS(CurrentFOV / 2) / SIN(CurrentFOV / 2);

View file

@ -12,7 +12,7 @@
#define CalculateCamera ((void (__cdecl*)()) 0x0040ED30)
#define CameraCollisionBounds ((int (__cdecl*)(GAME_VECTOR*,int,int)) 0x0040F5C0)
void __cdecl LookAt(int posX, int posY, int posZ, int targetX, int targetY, int targetZ, short roll);
void __cdecl AlterFOV(int value);
void LookAt(int posX, int posY, int posZ, int targetX, int targetY, int targetZ, short roll);
void AlterFOV(int value);
void Inject_Camera();

View file

@ -6,7 +6,7 @@
#include <stdio.h>
int __cdecl CollideStaticObjects(COLL_INFO* coll, int x, int y, int z, short roomNumber, int hite)
int CollideStaticObjects(COLL_INFO* coll, int x, int y, int z, short roomNumber, int hite)
{
short roomsArray[22];
memset(&roomsArray[0], 0, 44);
@ -113,7 +113,7 @@ int __cdecl CollideStaticObjects(COLL_INFO* coll, int x, int y, int z, short roo
return false;
}
int __cdecl GetCollidedObjects(ITEM_INFO* collidingItem, int radius, int onlyVisible, ITEM_INFO** collidedItems, MESH_INFO** collidedMeshes, int ignoreLara)
int GetCollidedObjects(ITEM_INFO* collidingItem, int radius, int onlyVisible, ITEM_INFO** collidedItems, MESH_INFO** collidedMeshes, int ignoreLara)
{
// Collect all the rooms where to check
short roomsArray[22];
@ -283,7 +283,7 @@ int __cdecl GetCollidedObjects(ITEM_INFO* collidingItem, int radius, int onlyVis
return (numItems | numMeshes);
}
int __cdecl TestWithGlobalCollisionBounds(ITEM_INFO* item, ITEM_INFO* lara, COLL_INFO* coll)
int TestWithGlobalCollisionBounds(ITEM_INFO* item, ITEM_INFO* lara, COLL_INFO* coll)
{
short* framePtr = GetBestFrame(lara);
@ -311,7 +311,7 @@ int __cdecl TestWithGlobalCollisionBounds(ITEM_INFO* item, ITEM_INFO* lara, COLL
return true;
}
void __cdecl TrapCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c)
void TrapCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c)
{
ITEM_INFO* item = &Items[itemNumber];
@ -329,7 +329,7 @@ void __cdecl TrapCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c)
ObjectCollision(itemNumber, l, c);
}
void __cdecl TestForObjectOnLedge(ITEM_INFO* item, COLL_INFO* coll)//2A940(<), 2AB68(<) (F)
void TestForObjectOnLedge(ITEM_INFO* item, COLL_INFO* coll)//2A940(<), 2AB68(<) (F)
{
for (int i = 0; i < 2; i++)
{
@ -360,7 +360,7 @@ void __cdecl TestForObjectOnLedge(ITEM_INFO* item, COLL_INFO* coll)//2A940(<), 2
}
}
void __cdecl ShiftItem(ITEM_INFO* item, COLL_INFO* coll)
void ShiftItem(ITEM_INFO* item, COLL_INFO* coll)
{
item->pos.xPos += coll->shift.x;
item->pos.yPos += coll->shift.y;

View file

@ -19,11 +19,11 @@
#define MoveLaraPosition ((int (__cdecl*)(PHD_VECTOR*, ITEM_INFO*, ITEM_INFO*)) 0x00413840)
#define AlignLaraPosition ((int (__cdecl*)(PHD_VECTOR*, ITEM_INFO*, ITEM_INFO*)) 0x004133C0)
int __cdecl CollideStaticObjects(COLL_INFO* coll, int x, int y, int z, short roomNumber, int hite);
int __cdecl GetCollidedObjects(ITEM_INFO* collidingItem, int radius, int flag1, ITEM_INFO** collidedItems, MESH_INFO** collidedMeshes, int flag2);
int __cdecl TestWithGlobalCollisionBounds(ITEM_INFO* item, ITEM_INFO* lara, COLL_INFO* coll);
void __cdecl TrapCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c);
void __cdecl TestForObjectOnLedge(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl ShiftItem(ITEM_INFO* item, COLL_INFO* coll);
int CollideStaticObjects(COLL_INFO* coll, int x, int y, int z, short roomNumber, int hite);
int GetCollidedObjects(ITEM_INFO* collidingItem, int radius, int flag1, ITEM_INFO** collidedItems, MESH_INFO** collidedMeshes, int flag2);
int TestWithGlobalCollisionBounds(ITEM_INFO* item, ITEM_INFO* lara, COLL_INFO* coll);
void TrapCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c);
void TestForObjectOnLedge(ITEM_INFO* item, COLL_INFO* coll);
void ShiftItem(ITEM_INFO* item, COLL_INFO* coll);
void Inject_Collide();

View file

@ -38,7 +38,7 @@ extern GameFlow* g_GameFlow;
extern GameScript* g_GameScript;
extern Inventory* g_Inventory;
GAME_STATUS __cdecl ControlPhase(int numFrames, int demoMode)
GAME_STATUS ControlPhase(int numFrames, int demoMode)
{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
@ -425,7 +425,7 @@ unsigned __stdcall GameMain(void*)
return 1;
}
GAME_STATUS __cdecl DoTitle(int index)
GAME_STATUS DoTitle(int index)
{
DB_Log(2, "DoTitle - DLL");
printf("DoTitle\n");
@ -502,7 +502,7 @@ GAME_STATUS __cdecl DoTitle(int index)
return GAME_STATUS_NEW_GAME;
}
GAME_STATUS __cdecl DoLevel(int index, int ambient, bool loadFromSavegame)
GAME_STATUS DoLevel(int index, int ambient, bool loadFromSavegame)
{
CreditsDone = false;
CanLoad = false;
@ -595,7 +595,7 @@ GAME_STATUS __cdecl DoLevel(int index, int ambient, bool loadFromSavegame)
}
}
void __cdecl TestTriggers(short* data, int heavy, int HeavyFlags)
void TestTriggers(short* data, int heavy, int HeavyFlags)
{
int flip = -1;
int flipAvailable = 0;
@ -1093,7 +1093,7 @@ void __cdecl TestTriggers(short* data, int heavy, int HeavyFlags)
}
}
void __cdecl UpdateSky()
void UpdateSky()
{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
@ -1126,17 +1126,17 @@ void __cdecl UpdateSky()
}
}
void __cdecl ActivateKey()
void ActivateKey()
{
KeyTriggerActive = 1;
}
void __cdecl ActivateCamera()
void ActivateCamera()
{
KeyTriggerActive = 2;
}
short __cdecl GetDoor(FLOOR_INFO* floor)
short GetDoor(FLOOR_INFO* floor)
{
if (!floor->index)
return NO_ROOM;

View file

@ -46,15 +46,15 @@
#define LOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*)) 0x00417CF0)
#define GetTargetOnLOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, int, int)) 0x0041A170)
GAME_STATUS __cdecl DoTitle(int index);
GAME_STATUS __cdecl DoLevel(int index, int ambient, bool loadFromSavegame);
GAME_STATUS __cdecl ControlPhase(int numFrames, int demoMode);
void __cdecl UpdateSky();
void __cdecl AnimateWaterfalls();
void __cdecl ActivateKey();
void __cdecl ActivateCamera();
short __cdecl GetDoor(FLOOR_INFO* floor);
GAME_STATUS DoTitle(int index);
GAME_STATUS DoLevel(int index, int ambient, bool loadFromSavegame);
GAME_STATUS ControlPhase(int numFrames, int demoMode);
void UpdateSky();
void AnimateWaterfalls();
void ActivateKey();
void ActivateCamera();
short GetDoor(FLOOR_INFO* floor);
unsigned __stdcall GameMain(void*);
void __cdecl TestTriggers(short* data, int heavy, int HeavyFlags);
void TestTriggers(short* data, int heavy, int HeavyFlags);
void Inject_Control();

View file

@ -2,7 +2,7 @@
#include "..\Global\global.h"
#include <stdio.h>
ITEM_INFO* __cdecl FindItem(short objectNumber)
ITEM_INFO* FindItem(short objectNumber)
{
#ifdef DEBUG
printf("Called FindItem()\n");

View file

@ -2,6 +2,6 @@
#include "..\Global\global.h"
ITEM_INFO* __cdecl FindItem(short objectNumber);
ITEM_INFO* FindItem(short objectNumber);
void Inject_DeltaPak();

View file

@ -41,7 +41,7 @@ extern byte CurrentSequence;
extern PHD_VECTOR OldPickupPos;
extern Inventory* g_Inventory;
void __cdecl SequenceDoorControl(short itemNumber)
void SequenceDoorControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
DOOR_DATA* door = (DOOR_DATA*)item->data;
@ -92,7 +92,7 @@ void __cdecl SequenceDoorControl(short itemNumber)
AnimateItem(item);
}
void __cdecl UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -147,7 +147,7 @@ void __cdecl UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* col
}
}
void __cdecl DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -197,7 +197,7 @@ void __cdecl DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl PushPullKickDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void PushPullKickDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION
@ -299,7 +299,7 @@ void __cdecl PushPullKickDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* c
DoorCollision(itemNum, l, coll);
}
void __cdecl PushPullKickDoorControl(short itemNumber)
void PushPullKickDoorControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
DOOR_DATA* door = (DOOR_DATA*)item->data;
@ -316,7 +316,7 @@ void __cdecl PushPullKickDoorControl(short itemNumber)
AnimateItem(item);
}
void __cdecl DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -406,7 +406,7 @@ void __cdecl DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl DoorControl(short itemNumber)
void DoorControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
DOOR_DATA* door = (DOOR_DATA*)item->data;
@ -557,7 +557,7 @@ void __cdecl DoorControl(short itemNumber)
}
}
void __cdecl OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
void OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
{
FLOOR_INFO* floor = doorPos->floor;
@ -644,7 +644,7 @@ void __cdecl OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
}
}
void __cdecl ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
void ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
{
FLOOR_INFO* floor = doorPos->floor;

View file

@ -16,14 +16,14 @@
#define InitialiseSteelDoor ((void (__cdecl*)(short)) 0x0043F180)
#define SteelDoorControl ((void (__cdecl*)(short)) 0x00486BE0)
#define SteelDoorCollision ((void (__cdecl*)(short,ITEM_INFO*,COLL_INFO*)) 0x00487AD0)
void __cdecl SequenceDoorControl(short itemNumber);
void __cdecl UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl PushPullKickDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl PushPullKickDoorControl(short itemNumber);
void __cdecl DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl DoorControl(short itemNumber);
void __cdecl OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd);
void __cdecl ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd);
void SequenceDoorControl(short itemNumber);
void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void PushPullKickDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void PushPullKickDoorControl(short itemNumber);
void DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void DoorControl(short itemNumber);
void OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd);
void ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd);
void Inject_Door();

View file

@ -4,7 +4,7 @@
Renderer11* g_Renderer;
int __cdecl DrawPhaseGame()
int DrawPhaseGame()
{
// Control routines uses joints calculated here for getting Lara joint positions
CalcLaraMatrices(0);
@ -22,7 +22,7 @@ int __cdecl DrawPhaseGame()
return Camera.numberFrames;
}
void __cdecl DrawAnimatingItem(ITEM_INFO* item)
void DrawAnimatingItem(ITEM_INFO* item)
{
/*OBJECT_INFO* obj;
CREATURE_INFO* creature;
@ -148,7 +148,7 @@ void __cdecl DrawAnimatingItem(ITEM_INFO* item)
phd_PopDxMatrix();*/
}
int __cdecl GetFrame_D2(ITEM_INFO* item, short* framePtr[], int* rate)
int GetFrame_D2(ITEM_INFO* item, short* framePtr[], int* rate)
{
ANIM_STRUCT *anim;
int frm;

View file

@ -46,9 +46,9 @@
#define phd_DxRotYXZ ((void(__cdecl*)(int, int, int)) 0x00490AF0)
#define phd_DxRotYXZpack ((void(__cdecl*)(int)) 0x00490A80)
int __cdecl DrawPhaseGame();
void __cdecl DrawAnimatingItem(ITEM_INFO* item);
int __cdecl GetFrame_D2(ITEM_INFO* item, short* framePtr[], int* rate);
int DrawPhaseGame();
void DrawAnimatingItem(ITEM_INFO* item);
int GetFrame_D2(ITEM_INFO* item, short* framePtr[], int* rate);
/* phd function (DX11 version) */
// TODO: phd_XX function after this lign is used with DX11 one, when it's finished, delete the #define one and delete this sign: "_" at the beginning of the new function. (delete the unused if needed)

View file

@ -5,12 +5,12 @@
extern GameFlow* g_GameFlow;
void __cdecl TriggerDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b)
void TriggerDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b)
{
g_Renderer->AddDynamicLight(x, y, z, falloff, r, g, b);
}
void __cdecl TriggerGunSmoke(int x, int y, int z, int xv, int yv, int zv, int initial, int weapon, int count)
void TriggerGunSmoke(int x, int y, int z, int xv, int yv, int zv, int initial, int weapon, int count)
{
SMOKE_SPARKS* spark = &SmokeSparks[GetFreeSmokeSpark()];
@ -101,7 +101,7 @@ void __cdecl TriggerGunSmoke(int x, int y, int z, int xv, int yv, int zv, int in
}*/
}
void __cdecl TriggerRocketFlame(int x, int y, int z, int xv, int yv, int zv, int itemNumber)
void TriggerRocketFlame(int x, int y, int z, int xv, int yv, int zv, int itemNumber)
{
SPARKS* sptr = &Sparks[GetFreeSpark()];
@ -157,7 +157,7 @@ void __cdecl TriggerRocketFlame(int x, int y, int z, int xv, int yv, int zv, int
sptr->size = sptr->sSize = size;
}
void __cdecl TriggerRocketSmoke(int x, int y, int z, int bodyPart)
void TriggerRocketSmoke(int x, int y, int z, int bodyPart)
{
SPARKS* sptr = &Sparks[GetFreeSpark()];
@ -207,7 +207,7 @@ void __cdecl TriggerRocketSmoke(int x, int y, int z, int bodyPart)
sptr->size = sptr->sSize = size >> 2;
}
void __cdecl GrenadeExplosionEffects(int x, int y, int z, short roomNumber)
void GrenadeExplosionEffects(int x, int y, int z, short roomNumber)
{
ROOM_INFO* room = &Rooms[roomNumber];
@ -267,7 +267,7 @@ void __cdecl GrenadeExplosionEffects(int x, int y, int z, short roomNumber)
spark->mirror = mirror;
}
void __cdecl GrenadeLauncherSpecialEffect1(int x, int y, int z, int flag1, int flag2)
void GrenadeLauncherSpecialEffect1(int x, int y, int z, int flag1, int flag2)
{
int dx = LaraItem->pos.xPos - x;
int dz = LaraItem->pos.zPos - z;
@ -499,7 +499,7 @@ void __cdecl GrenadeLauncherSpecialEffect1(int x, int y, int z, int flag1, int f
}
}
void __cdecl TriggerMetalSparks(int x, int y, int z, int xv, int yv, int zv, int additional)
void TriggerMetalSparks(int x, int y, int z, int xv, int yv, int zv, int additional)
{
int dx = LaraItem->pos.xPos - x;
int dz = LaraItem->pos.zPos - z;

View file

@ -23,13 +23,13 @@
#define ControlWaterfallMist ((void (__cdecl*)(short)) 0x00432CA0)
#define TriggerRicochetSparks ((void (__cdecl*)(GAME_VECTOR*, short, int, int)) 0x0042F060)
void __cdecl TriggerDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b);
void __cdecl TriggerGunSmoke(int x, int y, int z, int xv, int yv, int zv, int initial, int weapon, int count);
void __cdecl TriggerRocketFlame(int x, int y, int z, int xv, int yv, int zv, int itemNumber);
void __cdecl TriggerRocketSmoke(int x, int y, int z, int bodyPart);
void __cdecl GrenadeLauncherSpecialEffect1(int x, int y, int z, int flag1, int flag2);
void __cdecl GrenadeExplosionEffects(int x, int y, int z, short roomNumber);
void __cdecl TriggerMetalSparks(int x, int y, int z, int xv, int yv, int zv, int additional);
void TriggerDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b);
void TriggerGunSmoke(int x, int y, int z, int xv, int yv, int zv, int initial, int weapon, int count);
void TriggerRocketFlame(int x, int y, int z, int xv, int yv, int zv, int itemNumber);
void TriggerRocketSmoke(int x, int y, int z, int bodyPart);
void GrenadeLauncherSpecialEffect1(int x, int y, int z, int flag1, int flag2);
void GrenadeExplosionEffects(int x, int y, int z, short roomNumber);
void TriggerMetalSparks(int x, int y, int z, int xv, int yv, int zv, int additional);
void Inject_Effect2();

View file

@ -4,7 +4,7 @@
#include "draw.h"
#include "sphere.h"
void __cdecl SetupSplash(SPLASH_SETUP* setup)
void SetupSplash(SPLASH_SETUP* setup)
{
for (int i = 0; i < 4; i++)
{
@ -38,7 +38,7 @@ void __cdecl SetupSplash(SPLASH_SETUP* setup)
SoundEffect(SFX_LARA_SPLASH, (PHD_3DPOS*)setup, 0);
}
void __cdecl WadeSplash(ITEM_INFO* item, int wh, int wd)
void WadeSplash(ITEM_INFO* item, int wh, int wd)
{
short roomNumber = item->roomNumber;
GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
@ -99,7 +99,7 @@ void __cdecl WadeSplash(ITEM_INFO* item, int wh, int wd)
}
}
void __cdecl Splash(ITEM_INFO* item)
void Splash(ITEM_INFO* item)
{
short roomNumber = item->roomNumber;
GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);

View file

@ -7,6 +7,6 @@
#define CreateBubble ((short (__cdecl*)(PHD_3DPOS*, short, int)) 0x0043C6C0);
#define SetupRipple ((void (__cdecl*)(int, int, int, byte, byte)) 0x00430910);
void __cdecl WadeSplash(ITEM_INFO* item, int wh, int wd);
void __cdecl Splash(ITEM_INFO* item);
void __cdecl SetupSplash(SPLASH_SETUP* setup);
void WadeSplash(ITEM_INFO* item, int wh, int wd);
void Splash(ITEM_INFO* item);
void SetupSplash(SPLASH_SETUP* setup);

View file

@ -15,7 +15,7 @@ vector<string> g_NewStrings;
extern GameFlow* g_GameFlow;
int __cdecl LoadSavegameInfos()
int LoadSavegameInfos()
{
char fileName[255];

View file

@ -23,4 +23,4 @@ extern SavegameInfo g_SavegameInfos[MAX_SAVEGAMES];
extern vector<string> g_NewStrings;
extern SaveGameHeader g_NewSavegameInfos[MAX_SAVEGAMES];
int __cdecl LoadSavegameInfos();
int LoadSavegameInfos();

View file

@ -8,17 +8,17 @@ short CurrentPickup;
DISPLAY_PICKUP Pickups[NUM_PICKUPS];
short PickupVel;
void __cdecl DrawHealtBar(int percentual)
void DrawHealtBar(int percentual)
{
g_Renderer->DrawHealthBar(percentual);
}
void __cdecl DrawAirBar(int percentual)
void DrawAirBar(int percentual)
{
g_Renderer->DrawAirBar(percentual);
}
int __cdecl DrawAllPickups()
int DrawAllPickups()
{
if (Pickups[CurrentPickup].life > 0)
{
@ -70,7 +70,7 @@ int __cdecl DrawAllPickups()
}
void __cdecl AddDisplayPickup(short objectNumber)
void AddDisplayPickup(short objectNumber)
{
for (int i = 0; i < 8; i++)
{
@ -88,7 +88,7 @@ void __cdecl AddDisplayPickup(short objectNumber)
PickedUpObject(objectNumber);
}
void __cdecl InitialisePickupDisplay()
void InitialisePickupDisplay()
{
for (int i = 0; i < 8; i++)
{

View file

@ -7,11 +7,11 @@
#define UpdateHealtBar ((void (__cdecl*)(int)) 0x00439E50)
#define UpdateAirBar ((void (__cdecl*)(int)) 0x00439FC0)
void __cdecl DrawHealtBar(int percentual);
void __cdecl DrawAirBar(int percentual);
void __cdecl AddDisplayPickup(short objectNumber);
int __cdecl DrawAllPickups();
void __cdecl InitialisePickupDisplay();
void DrawHealtBar(int percentual);
void DrawAirBar(int percentual);
void AddDisplayPickup(short objectNumber);
int DrawAllPickups();
void InitialisePickupDisplay();
extern short PickupX;
extern short PickupY;

View file

@ -3,14 +3,14 @@
#include "effect2.h"
#include <stdio.h>
void __cdecl ClearItem(short itemNum)
void ClearItem(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->data = NULL;
item->collidable = true;
}
void __cdecl KillItem(short itemNum)
void KillItem(short itemNum)
{
if (InItemControlLoop)
{
@ -78,7 +78,7 @@ void __cdecl KillItem(short itemNum)
}
}
void __cdecl RemoveAllItemsInRoom(short roomNumber, short objectNumber)
void RemoveAllItemsInRoom(short roomNumber, short objectNumber)
{
ROOM_INFO* room = &Rooms[roomNumber];
short currentItemNum = room->itemNumber;
@ -98,7 +98,7 @@ void __cdecl RemoveAllItemsInRoom(short roomNumber, short objectNumber)
}
}
void __cdecl AddActiveItem(short itemNumber)
void AddActiveItem(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -118,7 +118,7 @@ void __cdecl AddActiveItem(short itemNumber)
}
}
void __cdecl ItemNewRoom(short itemNumber, short roomNumber)
void ItemNewRoom(short itemNumber, short roomNumber)
{
if (InItemControlLoop)
{
@ -157,7 +157,7 @@ void __cdecl ItemNewRoom(short itemNumber, short roomNumber)
}
}
void __cdecl EffectNewRoom(short fxNumber, short roomNumber)
void EffectNewRoom(short fxNumber, short roomNumber)
{
if (InItemControlLoop)
{
@ -193,7 +193,7 @@ void __cdecl EffectNewRoom(short fxNumber, short roomNumber)
}
}
void __cdecl KillEffect(short fxNumber)
void KillEffect(short fxNumber)
{
if (InItemControlLoop)
{
@ -243,7 +243,7 @@ void __cdecl KillEffect(short fxNumber)
}
}
short __cdecl CreateNewEffect(short roomNum)
short CreateNewEffect(short roomNum)
{
short fxNumber = NextFxFree;
@ -263,7 +263,7 @@ short __cdecl CreateNewEffect(short roomNum)
return fxNumber;
}
void __cdecl InitialiseFXArray(int allocmem)
void InitialiseFXArray(int allocmem)
{
if (allocmem)
Effects = (FX_INFO*)GameMalloc(24 * sizeof(FX_INFO));
@ -279,7 +279,7 @@ void __cdecl InitialiseFXArray(int allocmem)
fx->nextFx = -1;
}
void __cdecl RemoveDrawnItem(short itemNum)
void RemoveDrawnItem(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -300,7 +300,7 @@ void __cdecl RemoveDrawnItem(short itemNum)
}
}
void __cdecl RemoveActiveItem(short itemNum)
void RemoveActiveItem(short itemNum)
{
if (Items[itemNum].active)
{
@ -324,7 +324,7 @@ void __cdecl RemoveActiveItem(short itemNum)
}
}
void __cdecl InitialiseItem(short itemNum)
void InitialiseItem(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -413,7 +413,7 @@ void __cdecl InitialiseItem(short itemNum)
//item->unk_thing = 0;
}
short __cdecl CreateItem()
short CreateItem()
{
short itemNum = 0;
@ -426,7 +426,7 @@ short __cdecl CreateItem()
return itemNum;
}
void __cdecl InitialiseItemArray(int numitems)
void InitialiseItemArray(int numitems)
{
ITEM_INFO* item = &Items[LevelItems];
@ -445,7 +445,7 @@ void __cdecl InitialiseItemArray(int numitems)
item->nextItem = NO_ITEM;
}
short __cdecl SpawnItem(ITEM_INFO* item, short objectNumber)
short SpawnItem(ITEM_INFO* item, short objectNumber)
{
short itemNumber = CreateItem();
if (itemNumber != NO_ITEM)
@ -465,7 +465,7 @@ short __cdecl SpawnItem(ITEM_INFO* item, short objectNumber)
return itemNumber;
}
int __cdecl GlobalItemReplace(short search, short replace)
int GlobalItemReplace(short search, short replace)
{
int changed = 0;
for (int i = 0; i < NumberRooms; i++)

View file

@ -15,19 +15,19 @@
#define ItemNearLara ((int (__cdecl*)(PHD_3DPOS*, int)) 0x00432580)
#define TranslateItem ((void (__cdecl*)(ITEM_INFO*, int, int, int)) 0x00415960)
void __cdecl EffectNewRoom(short fxNumber, short roomNumber);
void __cdecl ItemNewRoom(short itemNum, short roomNumber);
void __cdecl AddActiveItem(short itemNumber);
void __cdecl ClearItem(short itemNum);
short __cdecl CreateItem();
void __cdecl RemoveAllItemsInRoom(short roomNumber, short objectNumber);
void __cdecl RemoveActiveItem(short itemNum);
void __cdecl RemoveDrawnItem(short itemNum);
void __cdecl InitialiseFXArray(int allocmem);
short __cdecl CreateNewEffect(short roomNum);
void __cdecl KillEffect(short fxNumber);
void __cdecl InitialiseItem(short itemNum);
void __cdecl InitialiseItemArray(int numitems);
void __cdecl KillItem(short itemNum);
void EffectNewRoom(short fxNumber, short roomNumber);
void ItemNewRoom(short itemNum, short roomNumber);
void AddActiveItem(short itemNumber);
void ClearItem(short itemNum);
short CreateItem();
void RemoveAllItemsInRoom(short roomNumber, short objectNumber);
void RemoveActiveItem(short itemNum);
void RemoveDrawnItem(short itemNum);
void InitialiseFXArray(int allocmem);
short CreateNewEffect(short roomNum);
void KillEffect(short fxNumber);
void InitialiseItem(short itemNum);
void InitialiseItemArray(int numitems);
void KillItem(short itemNum);
void Inject_Items();

File diff suppressed because it is too large Load diff

View file

@ -57,190 +57,190 @@ extern LaraExtraInfo g_LaraExtra;
extern void(*lara_control_routines[NUM_LARA_STATES + 1])(ITEM_INFO* item, COLL_INFO* coll);
extern void(*lara_collision_routines[NUM_LARA_STATES + 1])(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_parallelbars(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_trfall(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_trwalk(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_trpose(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl GetTighRopeFallOff(int Regularity);
void __cdecl LookLeftRight();
void __cdecl LookUpDown();
void __cdecl ResetLook();
void __cdecl lara_col_jumper(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_default_col(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_wade(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_fastdive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_swandive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_roll2(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_roll(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_slideback(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_fallback(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_leftjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_rightjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_backjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_slide(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_stepleft(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_stepright(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_back(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_compress(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_land(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_splat(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_death(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_turn_l(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_turn_r(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_fastback(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_pose(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_run(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_walk(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_turnswitch(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_controlledl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_controlled(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_deathslide(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_wade(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_waterout(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_gymnast(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_fastdive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_swandive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_special(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_usepuzzle(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_usekey(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_switchoff(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_switchon(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_pickupflare(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_pickup(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_ppready(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_pullblock(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_pushblock(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_slideback(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_fallback(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_leftjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_rightjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_backjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_slide(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_stepleft(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_stepright(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_fastturn(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_fastturn(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_null(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_back(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_compress(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_splat(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_intcornerr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_intcornerl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_extcornerr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_extcornerl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl SetCornerAnim(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip);
void __cdecl lara_col_hangright(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_hangright(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_hangleft(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_hangleft(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_hang(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_hang(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl CanLaraHangSideways(ITEM_INFO* item, COLL_INFO* coll, short angle);
void __cdecl lara_void_func(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_fastfall(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_death(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_turn_l(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_turn_r(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_fastback(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_run(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_walk(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_reach(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_reach(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_forwardjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_forwardjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_upjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_upjump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_stop(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_stop(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbroped(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbrope(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_ropefwd(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_roper(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_ropel(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_rope(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_rope(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl ApplyVelocityToRope(int node, unsigned short angle, unsigned short n);
void __cdecl UpdateRopeSwing(ITEM_INFO* item);
void __cdecl JumpOffRope(ITEM_INFO* item);
void __cdecl FallFromRope(ITEM_INFO* item);
void __cdecl lara_col_poledown(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_poleup(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_poleright(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_poleleft(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_polestat(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_monkey180(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_monkey180(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_hangturnr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_hangturnlr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_hangturnl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_monkeyr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_monkeyr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_monkeyl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_monkeyl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_monkeyswing(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_monkeyswing(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_hang2(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_hang2(ITEM_INFO* item, COLL_INFO* coll);
short __cdecl TestMonkeyRight(ITEM_INFO* item, COLL_INFO* coll);
short __cdecl TestMonkeyLeft(ITEM_INFO* item, COLL_INFO* coll);
short __cdecl GetDirOctant(int rot);
void __cdecl MonkeySwingSnap(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl MonkeySwingFall(ITEM_INFO* item);
void __cdecl lara_col_dashdive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_dashdive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_dash(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_dash(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_crawl2hang(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_crawlb(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_crawlb(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_all4turnr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_all4turnlr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_all4turnl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_crawl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_crawl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_all4s(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_all4s(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_duck(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_duck(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_ducklr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_duckr(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_duckl(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl TestHangSwingIn(ITEM_INFO* item, short angle);
int __cdecl LaraHangLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraHangRightCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl IsValidHangPos(ITEM_INFO* item, COLL_INFO* coll);
//int __cdecl LaraHangTest(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl SnapLaraToEdgeOfBlock(ITEM_INFO* item, COLL_INFO* coll, short angle);
int __cdecl LaraTestHangOnClimbWall(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl LaraSlideEdgeJump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl LaraDeflectEdgeJump(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_slide_slope(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl LaraCollideStop(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl TestWall(ITEM_INFO* item, int front, int right, int down);
//int __cdecl TestLaraVault(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraTestClimbStance(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraTestEdgeCatch(ITEM_INFO* item, COLL_INFO* coll, int* edge);
int __cdecl LaraDeflectEdgeDuck(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraDeflectEdge(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraHitCeiling(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraLandedBad(ITEM_INFO* l, COLL_INFO* coll);
int __cdecl LaraFallen(ITEM_INFO* item, COLL_INFO* coll);
//int __cdecl TestLaraSlide(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_parallelbars(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_trfall(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_trwalk(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_trpose(ITEM_INFO* item, COLL_INFO* coll);
void GetTighRopeFallOff(int Regularity);
void LookLeftRight();
void LookUpDown();
void ResetLook();
void lara_col_jumper(ITEM_INFO* item, COLL_INFO* coll);
void lara_default_col(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_wade(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_fastdive(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_swandive(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_roll2(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_roll(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_slideback(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_fallback(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_leftjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_rightjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_backjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_slide(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_stepleft(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_stepright(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_back(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_compress(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_land(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_splat(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_death(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_turn_l(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_turn_r(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_fastback(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_pose(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_run(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_walk(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_turnswitch(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_controlledl(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_controlled(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_deathslide(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_wade(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_waterout(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_gymnast(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_fastdive(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_swandive(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_special(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_usepuzzle(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_usekey(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_switchoff(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_switchon(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pickupflare(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pickup(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_ppready(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pullblock(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pushblock(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_slideback(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_fallback(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_leftjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_rightjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_backjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_slide(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_stepleft(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_stepright(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_fastturn(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_fastturn(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_null(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_back(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_compress(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_splat(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_intcornerr(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_intcornerl(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_extcornerr(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_extcornerl(ITEM_INFO* item, COLL_INFO* coll);
void SetCornerAnim(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip);
void lara_col_hangright(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_hangright(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_hangleft(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_hangleft(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_hang(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_hang(ITEM_INFO* item, COLL_INFO* coll);
int CanLaraHangSideways(ITEM_INFO* item, COLL_INFO* coll, short angle);
void lara_void_func(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_fastfall(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_death(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_turn_l(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_turn_r(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_fastback(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_run(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_walk(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_reach(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_reach(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_forwardjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_forwardjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_upjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_upjump(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_stop(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_stop(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbroped(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbrope(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_ropefwd(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_roper(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_ropel(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_rope(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_rope(ITEM_INFO* item, COLL_INFO* coll);
void ApplyVelocityToRope(int node, unsigned short angle, unsigned short n);
void UpdateRopeSwing(ITEM_INFO* item);
void JumpOffRope(ITEM_INFO* item);
void FallFromRope(ITEM_INFO* item);
void lara_col_poledown(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_poleup(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_poleright(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_poleleft(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_polestat(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_monkey180(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_monkey180(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_hangturnr(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_hangturnlr(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_hangturnl(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_monkeyr(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_monkeyr(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_monkeyl(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_monkeyl(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_monkeyswing(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_monkeyswing(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_hang2(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_hang2(ITEM_INFO* item, COLL_INFO* coll);
short TestMonkeyRight(ITEM_INFO* item, COLL_INFO* coll);
short TestMonkeyLeft(ITEM_INFO* item, COLL_INFO* coll);
short GetDirOctant(int rot);
void MonkeySwingSnap(ITEM_INFO* item, COLL_INFO* coll);
void MonkeySwingFall(ITEM_INFO* item);
void lara_col_dashdive(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_dashdive(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_dash(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_dash(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_crawl2hang(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_crawlb(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_crawlb(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_all4turnr(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_all4turnlr(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_all4turnl(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_crawl(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_crawl(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_all4s(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_all4s(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_duck(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_duck(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_ducklr(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_duckr(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_duckl(ITEM_INFO* item, COLL_INFO* coll);
void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll);
int TestHangSwingIn(ITEM_INFO* item, short angle);
int LaraHangLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int LaraHangRightCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int IsValidHangPos(ITEM_INFO* item, COLL_INFO* coll);
//int LaraHangTest(ITEM_INFO* item, COLL_INFO* coll);
void SnapLaraToEdgeOfBlock(ITEM_INFO* item, COLL_INFO* coll, short angle);
int LaraTestHangOnClimbWall(ITEM_INFO* item, COLL_INFO* coll);
void LaraSlideEdgeJump(ITEM_INFO* item, COLL_INFO* coll);
void LaraDeflectEdgeJump(ITEM_INFO* item, COLL_INFO* coll);
void lara_slide_slope(ITEM_INFO* item, COLL_INFO* coll);
void LaraCollideStop(ITEM_INFO* item, COLL_INFO* coll);
int TestWall(ITEM_INFO* item, int front, int right, int down);
//int TestLaraVault(ITEM_INFO* item, COLL_INFO* coll);
int LaraTestClimbStance(ITEM_INFO* item, COLL_INFO* coll);
int LaraTestEdgeCatch(ITEM_INFO* item, COLL_INFO* coll, int* edge);
int LaraDeflectEdgeDuck(ITEM_INFO* item, COLL_INFO* coll);
int LaraDeflectEdge(ITEM_INFO* item, COLL_INFO* coll);
int LaraHitCeiling(ITEM_INFO* item, COLL_INFO* coll);
int LaraLandedBad(ITEM_INFO* l, COLL_INFO* coll);
int LaraFallen(ITEM_INFO* item, COLL_INFO* coll);
//int TestLaraSlide(ITEM_INFO* item, COLL_INFO* coll);
short LaraCeilingFront(ITEM_INFO* item, short ang, int dist, int h);
short LaraFloorFront(ITEM_INFO* item, short ang, int dist);
void __cdecl GetLaraCollisionInfo(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl TestLaraVault(ITEM_INFO* item, COLL_INFO* coll);
//int __cdecl GetLaraJointPos(PHD_VECTOR* arg1, int arg2);
//void __cdecl AnimateLara(ITEM_INFO* item);
/*void __cdecl SetLaraUnderwaterNodes();
void __cdecl SetPendulumVelocity(int x, int y, int z);
void __cdecl LaraClimbRope(ITEM_INFO* item, COLL_INFO* coll); // 0xC (RelocPtr + 0x28)
void __cdecl FireChaff();
void __cdecl GetLaraJointPosRot(PHD_VECTOR* a1, int a2, int a3, SVECTOR* a4);
void __cdecl DoSubsuitStuff();*/
void GetLaraCollisionInfo(ITEM_INFO* item, COLL_INFO* coll);
int TestLaraVault(ITEM_INFO* item, COLL_INFO* coll);
//int GetLaraJointPos(PHD_VECTOR* arg1, int arg2);
//void AnimateLara(ITEM_INFO* item);
/*void SetLaraUnderwaterNodes();
void SetPendulumVelocity(int x, int y, int z);
void LaraClimbRope(ITEM_INFO* item, COLL_INFO* coll); // 0xC (RelocPtr + 0x28)
void FireChaff();
void GetLaraJointPosRot(PHD_VECTOR* a1, int a2, int a3, SVECTOR* a4);
void DoSubsuitStuff();*/
void Inject_Lara();

View file

@ -24,7 +24,7 @@ extern GameFlow* g_GameFlow;
int HKCounter = 0;
void __cdecl FireHarpoon()
void FireHarpoon()
{
// If no ammo then exit
//if (g_LaraExtra.numHarpoonAmmos <= 0)
@ -86,7 +86,7 @@ void __cdecl FireHarpoon()
}
}
void __cdecl ControlHarpoonBolt(short itemNumber)
void ControlHarpoonBolt(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -239,7 +239,7 @@ void __cdecl ControlHarpoonBolt(short itemNumber)
long tbx, tby, tbz;
void __cdecl FireGrenade()
void FireGrenade()
{
int x = 0;
int y = 0;
@ -329,7 +329,7 @@ void __cdecl FireGrenade()
}
}
void __cdecl ControlGrenade(short itemNumber)
void ControlGrenade(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -753,7 +753,7 @@ void __cdecl ControlGrenade(short itemNumber)
}
}
void __cdecl DrawShotgun(int weaponType)
void DrawShotgun(int weaponType)
{
ITEM_INFO* item;
@ -809,7 +809,7 @@ void __cdecl DrawShotgun(int weaponType)
Lara.leftArm.animNumber = Lara.rightArm.animNumber = item->animNumber;
}
void __cdecl AnimateShotgun(int weaponType)
void AnimateShotgun(int weaponType)
{
bool harpoonFired = false;
@ -1042,7 +1042,7 @@ void __cdecl AnimateShotgun(int weaponType)
Lara.leftArm.animNumber = Lara.rightArm.animNumber = item->animNumber;
}
void __cdecl ControlCrossbowBolt(short itemNumber)
void ControlCrossbowBolt(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -1244,7 +1244,7 @@ void __cdecl ControlCrossbowBolt(short itemNumber)
return;
}
void __cdecl RifleHandler(int weaponType)
void RifleHandler(int weaponType)
{
WEAPON_INFO* weapon = &Weapons[weaponType];
@ -1303,7 +1303,7 @@ void __cdecl RifleHandler(int weaponType)
}
}
void __cdecl FireCrossbow(PHD_3DPOS* pos)
void FireCrossbow(PHD_3DPOS* pos)
{
short* ammos = GetAmmo(WEAPON_CROSSBOW);
if (*ammos <= 0)
@ -1387,7 +1387,7 @@ void __cdecl FireCrossbow(PHD_3DPOS* pos)
}
}
void __cdecl DoGrenadeDamageOnBaddie(ITEM_INFO* dest, ITEM_INFO* src)
void DoGrenadeDamageOnBaddie(ITEM_INFO* dest, ITEM_INFO* src)
{
if (!(dest->flags & 0x8000))
{
@ -1422,7 +1422,7 @@ void __cdecl DoGrenadeDamageOnBaddie(ITEM_INFO* dest, ITEM_INFO* src)
}
}
void __cdecl TriggerUnderwaterExplosion(ITEM_INFO* item)
void TriggerUnderwaterExplosion(ITEM_INFO* item)
{
TriggerExplosionBubbles(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
TriggerExplosionSparks(item->pos.xPos, item->pos.yPos, item->pos.zPos, 2, -2, 1, item->roomNumber);
@ -1458,7 +1458,7 @@ void __cdecl TriggerUnderwaterExplosion(ITEM_INFO* item)
}
}
void __cdecl undraw_shotgun(int weapon)
void undraw_shotgun(int weapon)
{
ITEM_INFO* item = &Items[Lara.weaponItem];
item->goalAnimState = 3;
@ -1491,14 +1491,14 @@ void __cdecl undraw_shotgun(int weapon)
Lara.leftArm.animNumber = Lara.rightArm.animNumber;
}
void __cdecl undraw_shotgun_meshes(int weapon)
void undraw_shotgun_meshes(int weapon)
{
short objectNumber = WeaponObject(weapon);
Lara.backGun = objectNumber;
Lara.meshPtrs[10] = Meshes[Objects[0].meshIndex + 20];
}
void __cdecl draw_shotgun(int weapon)
void draw_shotgun(int weapon)
{
ITEM_INFO* item;
@ -1547,13 +1547,13 @@ void __cdecl draw_shotgun(int weapon)
Lara.leftArm.animNumber = Lara.rightArm.animNumber;
}
void __cdecl draw_shotgun_meshes(int weaponType)
void draw_shotgun_meshes(int weaponType)
{
Lara.backGun = 0;
Lara.meshPtrs[HAND_R] = Meshes[Objects[WeaponObjectMesh(weaponType)].meshIndex + HAND_R];
}
void __cdecl CrossbowHitSwitchType78(ITEM_INFO* item1, ITEM_INFO* item2, signed int search)
void CrossbowHitSwitchType78(ITEM_INFO* item1, ITEM_INFO* item2, signed int search)
{
/*v4 = item2;
if (!(item2->flags & 0x40))
@ -1647,7 +1647,7 @@ void __cdecl CrossbowHitSwitchType78(ITEM_INFO* item1, ITEM_INFO* item2, signed
}*/
}
void __cdecl FireHK(int mode)
void FireHK(int mode)
{
if (g_LaraExtra.Weapons[WEAPON_HK].SelectedAmmo == WEAPON_AMMO1)
{
@ -1694,7 +1694,7 @@ void __cdecl FireHK(int mode)
}
}
void __cdecl FireShotgun()
void FireShotgun()
{
short angles[2];
@ -1762,7 +1762,7 @@ void __cdecl FireShotgun()
}
}
void __cdecl ready_shotgun(int weaponType)
void ready_shotgun(int weaponType)
{
Lara.gunStatus = LG_READY;
Lara.leftArm.zRot = 0;
@ -1780,7 +1780,7 @@ void __cdecl ready_shotgun(int weaponType)
Lara.leftArm.frameBase = Objects[WeaponObject(weaponType)].frameBase;
}
void __cdecl Inject_Lara1Gun()
void Inject_Lara1Gun()
{
}

View file

@ -31,24 +31,24 @@
//#define CrossbowHitSwitchType78 ((void (__cdecl*)(ITEM_INFO*, ITEM_INFO*, int)) 0x0044E5E0)
//#define DoGrenadeDamageOnBaddie ((void (__cdecl*)(ITEM_INFO*, ITEM_INFO*)) 0x0044F690)
void __cdecl FireGrenade();
void __cdecl ControlGrenade(short itemNumber);
void __cdecl GrenadeExplosionEffects(int x, int y, int z, short roomNumber);
void __cdecl FireHarpoon();
void __cdecl ControlHarpoonBolt(short itemNumber);
void __cdecl DrawShotgun(int weaponType);
void __cdecl AnimateShotgun(int weaponType);
void __cdecl ControlCrossbowBolt(short itemNumber);
void __cdecl FireCrossbow(PHD_3DPOS* pos);
void __cdecl RifleHandler(int weaponType);
void __cdecl DoGrenadeDamageOnBaddie(ITEM_INFO* src, ITEM_INFO* dest);
void __cdecl TriggerUnderwaterExplosion(ITEM_INFO* item);
void __cdecl undraw_shotgun_meshes(int weapon);
void __cdecl undraw_shotgun(int weapon);
void __cdecl draw_shotgun_meshes(int weaponType);
void __cdecl FireHK(int mode);
void __cdecl FireShotgun();
void __cdecl CrossbowHitSwitchType78(ITEM_INFO* item1, ITEM_INFO* item2, signed int search);
void __cdecl ready_shotgun(int weaponType);
void FireGrenade();
void ControlGrenade(short itemNumber);
void GrenadeExplosionEffects(int x, int y, int z, short roomNumber);
void FireHarpoon();
void ControlHarpoonBolt(short itemNumber);
void DrawShotgun(int weaponType);
void AnimateShotgun(int weaponType);
void ControlCrossbowBolt(short itemNumber);
void FireCrossbow(PHD_3DPOS* pos);
void RifleHandler(int weaponType);
void DoGrenadeDamageOnBaddie(ITEM_INFO* src, ITEM_INFO* dest);
void TriggerUnderwaterExplosion(ITEM_INFO* item);
void undraw_shotgun_meshes(int weapon);
void undraw_shotgun(int weapon);
void draw_shotgun_meshes(int weaponType);
void FireHK(int mode);
void FireShotgun();
void CrossbowHitSwitchType78(ITEM_INFO* item1, ITEM_INFO* item2, signed int search);
void ready_shotgun(int weaponType);
void __cdecl Inject_Lara1Gun();
void Inject_Lara1Gun();

View file

@ -15,7 +15,7 @@ PISTOL_DEF PistolsTable[4] =
int UziLeft;
int UziRight;
void __cdecl AnimatePistols(int weaponType)
void AnimatePistols(int weaponType)
{
int soundPlayed = false;
@ -222,7 +222,7 @@ void __cdecl AnimatePistols(int weaponType)
set_arm_info(&Lara.leftArm, frameLeft);
}
void __cdecl PistolHandler(int weaponType)
void PistolHandler(int weaponType)
{
WEAPON_INFO* weapon = &Weapons[weaponType];
@ -292,7 +292,7 @@ void __cdecl PistolHandler(int weaponType)
}
}
void __cdecl undraw_pistol_mesh_right(int weaponType)
void undraw_pistol_mesh_right(int weaponType)
{
short objectNumber = WeaponObject(weaponType);
@ -314,7 +314,7 @@ void __cdecl undraw_pistol_mesh_right(int weaponType)
}
void __cdecl undraw_pistol_mesh_left(int weaponType)
void undraw_pistol_mesh_left(int weaponType)
{
int result; // eax
@ -334,7 +334,7 @@ void __cdecl undraw_pistol_mesh_left(int weaponType)
}
}
void __cdecl draw_pistol_meshes(int weaponType)
void draw_pistol_meshes(int weaponType)
{
Lara.holster = 13;
Lara.meshPtrs[HAND_L] = Meshes[Objects[WeaponObjectMesh(weaponType)].meshIndex + HAND_R];
@ -345,7 +345,7 @@ void __cdecl draw_pistol_meshes(int weaponType)
}
}
void __cdecl ready_pistols(int weaponType)
void ready_pistols(int weaponType)
{
Lara.gunStatus = LG_READY;
Lara.leftArm.zRot = 0;
@ -363,7 +363,7 @@ void __cdecl ready_pistols(int weaponType)
Lara.leftArm.frameBase = Objects[WeaponObject(weaponType)].frameBase;
}
void __cdecl undraw_pistols(int weaponType)
void undraw_pistols(int weaponType)
{
PISTOL_DEF* p = &PistolsTable[Lara.gunType];
@ -451,7 +451,7 @@ void __cdecl undraw_pistols(int weaponType)
}
}
void __cdecl set_arm_info(LARA_ARM* arm, int frame)
void set_arm_info(LARA_ARM* arm, int frame)
{
PISTOL_DEF* p = &PistolsTable[Lara.gunType];
short animBase = Objects[p->objectNum].animIndex;
@ -469,7 +469,7 @@ void __cdecl set_arm_info(LARA_ARM* arm, int frame)
arm->frameBase = Anims[animBase].framePtr;
}
void __cdecl draw_pistols(int weaponType)
void draw_pistols(int weaponType)
{
short frame = Lara.leftArm.frameNumber + 1;
PISTOL_DEF* p = &PistolsTable[Lara.gunType];

View file

@ -1,12 +1,12 @@
#pragma once
#include "..\Global\global.h"
void __cdecl AnimatePistols(int weaponType);
void __cdecl PistolHandler(int weaponType);
void __cdecl undraw_pistol_mesh_right(int weaponType);
void __cdecl undraw_pistol_mesh_left(int weaponType);
void __cdecl draw_pistol_meshes(int weaponType);
void __cdecl ready_pistols(int weaponType);
void __cdecl undraw_pistols(int weaponType);
void __cdecl set_arm_info(LARA_ARM* arm, int frame);
void __cdecl draw_pistols(int weaponType);
void AnimatePistols(int weaponType);
void PistolHandler(int weaponType);
void undraw_pistol_mesh_right(int weaponType);
void undraw_pistol_mesh_left(int weaponType);
void draw_pistol_meshes(int weaponType);
void ready_pistols(int weaponType);
void undraw_pistols(int weaponType);
void set_arm_info(LARA_ARM* arm, int frame);
void draw_pistols(int weaponType);

View file

@ -14,7 +14,7 @@ short LeftExtRightIntTab[4] = // offset 0xA0B84
0x0200, 0x0400, 0x0800, 0x0100
};
short __cdecl GetClimbTrigger(int x, int y, int z, short roomNumber)//46E38, 4729C (F)
short GetClimbTrigger(int x, int y, int z, short roomNumber)//46E38, 4729C (F)
{
short* data = TriggerIndex;
@ -34,12 +34,12 @@ short __cdecl GetClimbTrigger(int x, int y, int z, short roomNumber)//46E38, 472
return (*data & 0x1F) == 6 ? *data : 0;
}
void __cdecl lara_col_climbend(ITEM_INFO* item, COLL_INFO* coll)//46E30(<), 47294(<) (F)
void lara_col_climbend(ITEM_INFO* item, COLL_INFO* coll)//46E30(<), 47294(<) (F)
{
return;
}
void __cdecl lara_as_climbend(ITEM_INFO* item, COLL_INFO* coll)//46DF8(<), 4725C(<) (F)
void lara_as_climbend(ITEM_INFO* item, COLL_INFO* coll)//46DF8(<), 4725C(<) (F)
{
coll->enableBaddiePush = false;
coll->enableSpaz = false;
@ -48,7 +48,7 @@ void __cdecl lara_as_climbend(ITEM_INFO* item, COLL_INFO* coll)//46DF8(<), 4725C
Camera.targetAngle = -ANGLE(45);
}
void __cdecl lara_col_climbdown(ITEM_INFO* item, COLL_INFO* coll)//46BD0, 47034 (F)
void lara_col_climbdown(ITEM_INFO* item, COLL_INFO* coll)//46BD0, 47034 (F)
{
if (LaraCheckForLetGo(item, coll)
|| item->animNumber != ANIMATION_LARA_LADDER_DOWN)
@ -129,7 +129,7 @@ void __cdecl lara_col_climbdown(ITEM_INFO* item, COLL_INFO* coll)//46BD0, 47034
AnimateLara(item);
}
void __cdecl lara_as_climbdown(ITEM_INFO* item, COLL_INFO* coll)//46BA4(<), 47008(<) (F)
void lara_as_climbdown(ITEM_INFO* item, COLL_INFO* coll)//46BA4(<), 47008(<) (F)
{
coll->enableBaddiePush = false;
coll->enableSpaz = false;
@ -137,7 +137,7 @@ void __cdecl lara_as_climbdown(ITEM_INFO* item, COLL_INFO* coll)//46BA4(<), 4700
Camera.targetElevation = -ANGLE(45);
}
void __cdecl lara_col_climbing(ITEM_INFO* item, COLL_INFO* coll)//469B0, 46E14 (F)
void lara_col_climbing(ITEM_INFO* item, COLL_INFO* coll)//469B0, 46E14 (F)
{
if (!LaraCheckForLetGo(item, coll)
&& item->animNumber == ANIMATION_LARA_LADDER_UP)
@ -208,7 +208,7 @@ void __cdecl lara_col_climbing(ITEM_INFO* item, COLL_INFO* coll)//469B0, 46E14 (
}
}
void __cdecl lara_as_climbing(ITEM_INFO* item, COLL_INFO* coll)//46984(<), 46DE8(<) (F)
void lara_as_climbing(ITEM_INFO* item, COLL_INFO* coll)//46984(<), 46DE8(<) (F)
{
coll->enableBaddiePush = false;
coll->enableSpaz = false;
@ -216,7 +216,7 @@ void __cdecl lara_as_climbing(ITEM_INFO* item, COLL_INFO* coll)//46984(<), 46DE8
Camera.targetElevation = ANGLE(30);
}
void __cdecl lara_col_climbright(ITEM_INFO* item, COLL_INFO* coll)//46908(<), 46D6C(<) (F)
void lara_col_climbright(ITEM_INFO* item, COLL_INFO* coll)//46908(<), 46D6C(<) (F)
{
if (!LaraCheckForLetGo(item, coll))
{
@ -226,7 +226,7 @@ void __cdecl lara_col_climbright(ITEM_INFO* item, COLL_INFO* coll)//46908(<), 46
}
}
void __cdecl lara_as_climbright(ITEM_INFO* item, COLL_INFO* coll)//468B8(<), 46D1C(<) (F)
void lara_as_climbright(ITEM_INFO* item, COLL_INFO* coll)//468B8(<), 46D1C(<) (F)
{
coll->enableBaddiePush = false;
coll->enableSpaz = false;
@ -238,7 +238,7 @@ void __cdecl lara_as_climbright(ITEM_INFO* item, COLL_INFO* coll)//468B8(<), 46D
item->goalAnimState = STATE_LARA_LADDER_IDLE;
}
void __cdecl lara_col_climbleft(ITEM_INFO* item, COLL_INFO* coll)//46834(<), 46C98(<) (F)
void lara_col_climbleft(ITEM_INFO* item, COLL_INFO* coll)//46834(<), 46C98(<) (F)
{
if (!LaraCheckForLetGo(item, coll))
{
@ -248,7 +248,7 @@ void __cdecl lara_col_climbleft(ITEM_INFO* item, COLL_INFO* coll)//46834(<), 46C
}
}
void __cdecl lara_as_climbleft(ITEM_INFO* item, COLL_INFO* coll)//467E4(<), 46C48(<) (F)
void lara_as_climbleft(ITEM_INFO* item, COLL_INFO* coll)//467E4(<), 46C48(<) (F)
{
coll->enableBaddiePush = false;
coll->enableSpaz = false;
@ -260,7 +260,7 @@ void __cdecl lara_as_climbleft(ITEM_INFO* item, COLL_INFO* coll)//467E4(<), 46C4
item->goalAnimState = STATE_LARA_LADDER_IDLE;
}
/*void __cdecl lara_col_climbstnc(ITEM_INFO* item, COLL_INFO* coll)//464E8, 4694C
/*void lara_col_climbstnc(ITEM_INFO* item, COLL_INFO* coll)//464E8, 4694C
{
int yShift;
int resultRight, resultLeft;
@ -414,7 +414,7 @@ void __cdecl lara_as_climbleft(ITEM_INFO* item, COLL_INFO* coll)//467E4(<), 46C4
return resultLeft;
}*/
void __cdecl lara_as_climbstnc(ITEM_INFO* item, COLL_INFO* coll)//463F0, 46854 (F)
void lara_as_climbstnc(ITEM_INFO* item, COLL_INFO* coll)//463F0, 46854 (F)
{
Lara.isClimbing = true;
@ -449,7 +449,7 @@ void __cdecl lara_as_climbstnc(ITEM_INFO* item, COLL_INFO* coll)//463F0, 46854 (
}
}
int __cdecl LaraTestClimbPos(ITEM_INFO* item, int front, int right, int origin, int height, int* shift)//462F8, 4675C (F)
int LaraTestClimbPos(ITEM_INFO* item, int front, int right, int origin, int height, int* shift)//462F8, 4675C (F)
{
short angle = (short)(item->pos.yRot + ANGLE(45)) >> W2V_SHIFT;
int x = 0;
@ -488,7 +488,7 @@ int __cdecl LaraTestClimbPos(ITEM_INFO* item, int front, int right, int origin,
return LaraTestClimb(x, item->pos.yPos + origin, z, xfront, zfront, height, item->roomNumber, shift);
}
void __cdecl LaraDoClimbLeftRight(ITEM_INFO* item, COLL_INFO* coll, int result, int shift)//46100, 46564 (F)
void LaraDoClimbLeftRight(ITEM_INFO* item, COLL_INFO* coll, int result, int shift)//46100, 46564 (F)
{
if (result == 1)
{
@ -593,7 +593,7 @@ void __cdecl LaraDoClimbLeftRight(ITEM_INFO* item, COLL_INFO* coll, int result,
AnimateLara(item);
}
int __cdecl LaraClimbRightCornerTest(ITEM_INFO* item, COLL_INFO* coll)//45DE4, 46248
int LaraClimbRightCornerTest(ITEM_INFO* item, COLL_INFO* coll)//45DE4, 46248
{
int result = 0;
@ -686,7 +686,7 @@ int __cdecl LaraClimbRightCornerTest(ITEM_INFO* item, COLL_INFO* coll)//45DE4, 4
return result;
}
int __cdecl LaraClimbLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll)//45ABC, 45F20
int LaraClimbLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll)//45ABC, 45F20
{
int result = 0;
@ -780,7 +780,7 @@ int __cdecl LaraClimbLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll)//45ABC, 45
return result;
}
int __cdecl LaraTestClimb(int x, int y, int z, int xFront, int zFront, int itemHeight, int itemRoom, int* shift)//457F0, 45C54
int LaraTestClimb(int x, int y, int z, int xFront, int zFront, int itemHeight, int itemRoom, int* shift)//457F0, 45C54
{
*shift = 0;
@ -876,7 +876,7 @@ int __cdecl LaraTestClimb(int x, int y, int z, int xFront, int zFront, int itemH
return -1;
}
int __cdecl LaraTestClimbUpPos(ITEM_INFO* item, int front, int right, int* shift, int* ledge)//45530, 45994
int LaraTestClimbUpPos(ITEM_INFO* item, int front, int right, int* shift, int* ledge)//45530, 45994
{
int y = item->pos.yPos - 768;
short angle = (item->pos.yRot + ANGLE(45)) / ANGLE(90);
@ -978,7 +978,7 @@ int __cdecl LaraTestClimbUpPos(ITEM_INFO* item, int front, int right, int* shift
return -2;
}
int __cdecl LaraCheckForLetGo(ITEM_INFO* item, COLL_INFO* coll)//45434, 45898 (F)
int LaraCheckForLetGo(ITEM_INFO* item, COLL_INFO* coll)//45434, 45898 (F)
{
short roomNumber = item->roomNumber;

View file

@ -3,24 +3,24 @@
#define lara_col_climbstnc ((void (__cdecl*)(ITEM_INFO*, COLL_INFO*)) 0x00450E20)
short __cdecl GetClimbTrigger(int x, int y, int z, short roomNumber);
void __cdecl lara_col_climbend(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbend(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_climbdown(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbdown(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_climbing(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbing(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_climbright(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbright(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_climbleft(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbleft(ITEM_INFO* item, COLL_INFO* coll);
//void __cdecl lara_col_climbstnc(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_climbstnc(ITEM_INFO* item, COLL_INFO* coll);
short GetClimbTrigger(int x, int y, int z, short roomNumber);
void lara_col_climbend(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbend(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_climbdown(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbdown(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_climbing(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbing(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_climbright(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbright(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_climbleft(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbleft(ITEM_INFO* item, COLL_INFO* coll);
//void lara_col_climbstnc(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbstnc(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraTestClimbPos(ITEM_INFO* item, int front, int right, int origin, int height, int* shift);
void __cdecl LaraDoClimbLeftRight(ITEM_INFO* item, COLL_INFO* coll, int result, int shift);
int __cdecl LaraClimbRightCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraClimbLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int __cdecl LaraTestClimb(int x, int y, int z, int xFront, int zFront, int itemHeight, int itemRoom, int* shift);
int __cdecl LaraTestClimbUpPos(ITEM_INFO* item, int front, int right, int* shift, int* ledge);
int __cdecl LaraCheckForLetGo(ITEM_INFO* item, COLL_INFO* coll);
int LaraTestClimbPos(ITEM_INFO* item, int front, int right, int origin, int height, int* shift);
void LaraDoClimbLeftRight(ITEM_INFO* item, COLL_INFO* coll, int result, int shift);
int LaraClimbRightCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int LaraClimbLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll);
int LaraTestClimb(int x, int y, int z, int xFront, int zFront, int itemHeight, int itemRoom, int* shift);
int LaraTestClimbUpPos(ITEM_INFO* item, int front, int right, int* shift, int* ledge);
int LaraCheckForLetGo(ITEM_INFO* item, COLL_INFO* coll);

View file

@ -218,7 +218,7 @@ extern GameFlow* g_GameFlow;
extern LaraExtraInfo g_LaraExtra;
bool MonksAttackLara;
int __cdecl WeaponObject(int weaponType)
int WeaponObject(int weaponType)
{
switch (weaponType)
{
@ -245,7 +245,7 @@ int __cdecl WeaponObject(int weaponType)
}
}
void __cdecl AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm)
void AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm)
{
short rotY, rotX, speed = 0, x = 0, y = 0;
@ -286,7 +286,7 @@ void __cdecl AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm)
arm->zRot = 0;
}
void __cdecl SmashItem(short itemNum)
void SmashItem(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
short objectNumber = item->objectNumber;
@ -308,7 +308,7 @@ void __cdecl SmashItem(short itemNum)
}*/
}
void __cdecl LaraGun()
void LaraGun()
{
int meshIndex;
@ -561,12 +561,12 @@ void __cdecl LaraGun()
}
}
short* __cdecl GetAmmo(int weaponType)
short* GetAmmo(int weaponType)
{
return &g_LaraExtra.Weapons[weaponType].Ammo[g_LaraExtra.Weapons[weaponType].SelectedAmmo];
}
void __cdecl InitialiseNewWeapon()
void InitialiseNewWeapon()
{
Lara.rightArm.frameNumber = 0;
Lara.leftArm.frameNumber = 0;
@ -618,7 +618,7 @@ void __cdecl InitialiseNewWeapon()
}
}
int __cdecl WeaponObjectMesh(int weaponType)
int WeaponObjectMesh(int weaponType)
{
switch (weaponType)
{
@ -652,7 +652,7 @@ int __cdecl WeaponObjectMesh(int weaponType)
}
}
void __cdecl HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int flag)
void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int flag)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
OBJECT_INFO* obj = &Objects[item->objectNumber];
@ -688,7 +688,7 @@ void __cdecl HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int fla
}
}
int __cdecl FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles)
int FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles)
{
PHD_3DPOS pos;
@ -769,14 +769,56 @@ int __cdecl FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, short*
vDest.y = vSrc.y + ((*(MatrixPtr + M21) * bestDistance) >> W2V_SHIFT);
vDest.z = vSrc.z + ((*(MatrixPtr + M22) * bestDistance) >> W2V_SHIFT);
if (!GetTargetOnLOS(&vSrc, &vDest, 0, 1))
// TODO: enable it when the slot is created !
/*if (target->objectNumber != ID_SHIVA && target->objectNumber != ID_ARMY_WINSTON && target->objectNumber != ID_LONDONBOSS && (target->objectNumber != ID_TRIBEBOSS || TribeBossShieldOn == false)) // Hit TRIBEBOSS's shield if on.
{
HitTarget(target, &vDest, weapon->damage, 0);
}
else if (target->objectNumber == ID_TRIBEBOSS)
{
long dx, dy, dz;
dx = (vDest.x - vSrc.x) >> 5;
dy = (vDest.y - vSrc.y) >> 5;
dz = (vDest.z - vSrc.z) >> 5;
FindClosestShieldPoint(vDest.x - dx, vDest.y - dy, vDest.z - dz, target);
}
else if (target->objectNumber == ID_ARMY_WINSTON || target->objectNumber == ID_LONDONBOSS) //Don't want blood on Winston - never get the stains out
{
short ricochet_angle;
target->hitStatus = true; //need to do this to maintain defence state
target->hitPoints--;
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) >> 4) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else if (target->objectNumber == ID_SHIVA) //So must be Shiva
{
z = target->pos.zPos - lara_item->pos.zPos;
x = target->pos.xPos - lara_item->pos.xPos;
angle = 0x8000 + ATAN(z, x) - target->pos.yRot;
if ((target->currentAnimState > 1 && target->currentAnimState < 5) && angle < 0x4000 && angle > -0x4000)
{
target->hitStatus = true; //need to do this to maintain defence state
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) >> 4) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else //Shiva's not in defence mode or has its back to Lara
HitTarget(target, &vDest, weapon->damage, 0);
}
else
{*/
if (!GetTargetOnLOS(&vSrc, &vDest, 0, 1))
HitTarget(target, &vDest, weapon->damage, 0);
//}
return 1;
}
}
void __cdecl find_target_point(ITEM_INFO* item, GAME_VECTOR* target)
void find_target_point(ITEM_INFO* item, GAME_VECTOR* target)
{
short* bounds = GetBestFrame(item);
@ -794,7 +836,7 @@ void __cdecl find_target_point(ITEM_INFO* item, GAME_VECTOR* target)
target->roomNumber = item->roomNumber;
}
void __cdecl LaraTargetInfo(WEAPON_INFO* weapon)
void LaraTargetInfo(WEAPON_INFO* weapon)
{
if (!Lara.target)
{

View file

@ -15,16 +15,16 @@
extern WEAPON_INFO Weapons[NUM_WEAPONS];
void __cdecl SmashItem(short itemNum);
int __cdecl WeaponObject(int weaponType);
void __cdecl LaraGun();
short* __cdecl GetAmmo(int weaponType);
void __cdecl InitialiseNewWeapon();
int __cdecl WeaponObjectMesh(int weaponType);
void __cdecl AimWeapon(WEAPON_INFO* winfo, LARA_ARM* arm);
void __cdecl HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int flag);
int __cdecl FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles);
void __cdecl find_target_point(ITEM_INFO* item, GAME_VECTOR* target);
void __cdecl LaraTargetInfo(WEAPON_INFO* weapon);
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);
void Inject_LaraFire();

View file

@ -98,7 +98,7 @@ void draw_flare_meshes()//4A394(<), 4A7F8(<) (F)
Lara.meshPtrs[LM_LHAND] = Meshes[Objects[ID_FLARE_ANIM].meshIndex + 104];
}
void __cdecl undraw_flare()//4A108, 4A56C
void undraw_flare()//4A108, 4A56C
{
Lara.flareControlLeft = true;
@ -200,7 +200,7 @@ void __cdecl undraw_flare()//4A108, 4A56C
set_flare_arm(Lara.leftArm.frameNumber);
}
void __cdecl draw_flare()//49F74, 4A3D8 (F)
void draw_flare()//49F74, 4A3D8 (F)
{
short frame;
@ -249,7 +249,7 @@ void __cdecl draw_flare()//49F74, 4A3D8 (F)
}
}
void __cdecl set_flare_arm(int frame)//49ED4, 4A338 (F)
void set_flare_arm(int frame)//49ED4, 4A338 (F)
{
short anim = Objects[ID_FLARE_ANIM].animIndex;
@ -274,7 +274,7 @@ void __cdecl set_flare_arm(int frame)//49ED4, 4A338 (F)
Lara.leftArm.frameBase = Anims[anim].framePtr;
}
void __cdecl CreateFlare(short objectNum, int thrown)//49BBC, 4A020
void CreateFlare(short objectNum, int thrown)//49BBC, 4A020
{
short itemNum = CreateItem();
if (itemNum != NO_ITEM)

View file

@ -22,6 +22,6 @@ extern void DrawFlareInAir(ITEM_INFO* item);
extern void DoFlareInHand(int flare_age);
extern int DoFlareLight(PHD_VECTOR* pos, int flare_age);
//void __cdecl DrawFlareMeshes();
//void DrawFlareMeshes();
void Inject_LaraFlar();

View file

@ -42,7 +42,7 @@ void DelAlignLaraToRope(ITEM_INFO* item)//4B3D8, 4B83C
UNIMPLEMENTED();
}*/
void __cdecl InitialiseLaraAnims(ITEM_INFO* item)//4B340(<), 4B7A4 (F)
void InitialiseLaraAnims(ITEM_INFO* item)//4B340(<), 4B7A4 (F)
{
if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
@ -63,13 +63,13 @@ void __cdecl InitialiseLaraAnims(ITEM_INFO* item)//4B340(<), 4B7A4 (F)
}
}
void __cdecl InitialiseLaraLoad(short itemNum)//4B308, 4B76C (F)
void InitialiseLaraLoad(short itemNum)//4B308, 4B76C (F)
{
Lara.itemNumber = itemNum;
LaraItem = &Items[itemNum];
}
void __cdecl LaraControl(short itemNumber)//4A838, 4AC9C
void LaraControl(short itemNumber)//4A838, 4AC9C
{
ITEM_INFO* item = LaraItem;
@ -533,7 +533,7 @@ void __cdecl LaraControl(short itemNumber)//4A838, 4AC9C
SQUARE(item->pos.zPos - oldZ));
}
void __cdecl LaraCheat(ITEM_INFO* item, COLL_INFO* coll)//4A790(<), 4ABF4(<) (F)
void LaraCheat(ITEM_INFO* item, COLL_INFO* coll)//4A790(<), 4ABF4(<) (F)
{
LaraItem->hitPoints = 1000;
LaraUnderWater(item, coll);
@ -557,7 +557,7 @@ void __cdecl LaraCheat(ITEM_INFO* item, COLL_INFO* coll)//4A790(<), 4ABF4(<) (F)
}
}
void __cdecl LaraInitialiseMeshes()//4A684, 4AAE8 (F)
void LaraInitialiseMeshes()//4A684, 4AAE8 (F)
{
for (int i = 0; i < 15; i++)
{
@ -593,7 +593,7 @@ void __cdecl LaraInitialiseMeshes()//4A684, 4AAE8 (F)
Lara.leftArm.lock = 0;
}
void __cdecl InitialiseLara(int restore)
void InitialiseLara(int restore)
{
if (Lara.itemNumber == NO_ITEM)
return;

View file

@ -1,14 +1,14 @@
#pragma once
#include "..\Global\global.h"
void __cdecl GetLaraDeadlyBounds();
void __cdecl DelAlignLaraToRope(ITEM_INFO* item);
void __cdecl InitialiseLaraAnims(ITEM_INFO* item);
void __cdecl InitialiseLaraLoad(short itemNumber);
void __cdecl InitialiseLara(int restore);
void __cdecl LaraControl(short itemNumber);
void __cdecl LaraCheat(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl LaraInitialiseMeshes();
void GetLaraDeadlyBounds();
void DelAlignLaraToRope(ITEM_INFO* item);
void InitialiseLaraAnims(ITEM_INFO* item);
void InitialiseLaraLoad(short itemNumber);
void InitialiseLara(int restore);
void LaraControl(short itemNumber);
void LaraCheat(ITEM_INFO* item, COLL_INFO* coll);
void LaraInitialiseMeshes();
//#define LaraBurn ((void (__cdecl*)()) 0x0048AD60)
//#define InitialiseLaraLoad ((void (__cdecl*)(short)) 0x004568C0)

View file

@ -13,7 +13,7 @@
extern void(*lara_control_routines[NUM_LARA_STATES + 1])(ITEM_INFO* item, COLL_INFO* coll);
extern void(*lara_collision_routines[NUM_LARA_STATES + 1])(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_surftread(ITEM_INFO* item, COLL_INFO* coll)
void lara_col_surftread(ITEM_INFO* item, COLL_INFO* coll)
{
if (item->goalAnimState == STATE_LARA_UNDERWATER_FORWARD)
{
@ -28,25 +28,25 @@ void __cdecl lara_col_surftread(ITEM_INFO* item, COLL_INFO* coll)
LaraSurfaceCollision(item, coll);
}
void __cdecl lara_col_surfright(ITEM_INFO* item, COLL_INFO* coll)//4DD90(<), 4E1F4(<) (F)
void lara_col_surfright(ITEM_INFO* item, COLL_INFO* coll)//4DD90(<), 4E1F4(<) (F)
{
Lara.moveAngle = item->pos.yRot + ANGLE(90);
LaraSurfaceCollision(item, coll);
}
void __cdecl lara_col_surfleft(ITEM_INFO* item, COLL_INFO* coll)//4DD64(<), 4E1C8(<) (F)
void lara_col_surfleft(ITEM_INFO* item, COLL_INFO* coll)//4DD64(<), 4E1C8(<) (F)
{
Lara.moveAngle = item->pos.yRot - ANGLE(90);
LaraSurfaceCollision(item, coll);
}
void __cdecl lara_col_surfback(ITEM_INFO* item, COLL_INFO* coll)//4DD38(<), 4E19C(<) (F)
void lara_col_surfback(ITEM_INFO* item, COLL_INFO* coll)//4DD38(<), 4E19C(<) (F)
{
Lara.moveAngle = item->pos.yRot - ANGLE(180);
LaraSurfaceCollision(item, coll);
}
void __cdecl lara_col_surfswim(ITEM_INFO* item, COLL_INFO* coll)//4DCE8(<), 4E14C(<) (F)
void lara_col_surfswim(ITEM_INFO* item, COLL_INFO* coll)//4DCE8(<), 4E14C(<) (F)
{
coll->badNeg = -384;
Lara.moveAngle = item->pos.yRot;
@ -54,7 +54,7 @@ void __cdecl lara_col_surfswim(ITEM_INFO* item, COLL_INFO* coll)//4DCE8(<), 4E14
LaraTestWaterClimbOut(item, coll);
}
void __cdecl lara_as_surftread(ITEM_INFO* item, COLL_INFO* coll)//4DBA0, 4E004 (F)
void lara_as_surftread(ITEM_INFO* item, COLL_INFO* coll)//4DBA0, 4E004 (F)
{
item->fallspeed -= 4;
if (item->fallspeed < 0)
@ -110,7 +110,7 @@ void __cdecl lara_as_surftread(ITEM_INFO* item, COLL_INFO* coll)//4DBA0, 4E004 (
}
}
void __cdecl lara_as_surfright(ITEM_INFO* item, COLL_INFO* coll)//4DAF8, 4DF5C (F)
void lara_as_surfright(ITEM_INFO* item, COLL_INFO* coll)//4DAF8, 4DF5C (F)
{
if (item->hitPoints <= 0)
{
@ -139,7 +139,7 @@ void __cdecl lara_as_surfright(ITEM_INFO* item, COLL_INFO* coll)//4DAF8, 4DF5C (
item->fallspeed = 60;
}
void __cdecl lara_as_surfleft(ITEM_INFO* item, COLL_INFO* coll)//4DA50(<), 4DEB4(<) (F)
void lara_as_surfleft(ITEM_INFO* item, COLL_INFO* coll)//4DA50(<), 4DEB4(<) (F)
{
if (item->hitPoints <= 0)
{
@ -168,7 +168,7 @@ void __cdecl lara_as_surfleft(ITEM_INFO* item, COLL_INFO* coll)//4DA50(<), 4DEB4
item->fallspeed = 60;
}
void __cdecl lara_as_surfback(ITEM_INFO* item, COLL_INFO* coll)//4D9A8(<), 4DE0C(<) (F)
void lara_as_surfback(ITEM_INFO* item, COLL_INFO* coll)//4D9A8(<), 4DE0C(<) (F)
{
if (item->hitPoints <= 0)
{
@ -197,7 +197,7 @@ void __cdecl lara_as_surfback(ITEM_INFO* item, COLL_INFO* coll)//4D9A8(<), 4DE0C
item->fallspeed = 60;
}
void __cdecl lara_as_surfswim(ITEM_INFO* item, COLL_INFO* coll)//4D8E4(<), 4DD48(<) (F)
void lara_as_surfswim(ITEM_INFO* item, COLL_INFO* coll)//4D8E4(<), 4DD48(<) (F)
{
if (item->hitPoints <= 0)
{
@ -226,7 +226,7 @@ void __cdecl lara_as_surfswim(ITEM_INFO* item, COLL_INFO* coll)//4D8E4(<), 4DD48
item->fallspeed = 60;
}
void __cdecl LaraSurface(ITEM_INFO* item, COLL_INFO* coll)//4D684, 4DAE8 (F)
void LaraSurface(ITEM_INFO* item, COLL_INFO* coll)//4D684, 4DAE8 (F)
{
Camera.targetElevation = ANGLE(-22);
@ -287,7 +287,7 @@ void __cdecl LaraSurface(ITEM_INFO* item, COLL_INFO* coll)//4D684, 4DAE8 (F)
TestTriggers(coll->trigger, 0, 0);
}
void __cdecl LaraSurfaceCollision(ITEM_INFO* item, COLL_INFO* coll)//4D4F0(<), 4D954(<) (F)
void LaraSurfaceCollision(ITEM_INFO* item, COLL_INFO* coll)//4D4F0(<), 4D954(<) (F)
{
coll->facing = Lara.moveAngle;
@ -327,7 +327,7 @@ void __cdecl LaraSurfaceCollision(ITEM_INFO* item, COLL_INFO* coll)//4D4F0(<), 4
}
}
int __cdecl LaraTestWaterClimbOut(ITEM_INFO* item, COLL_INFO* coll)//4D22C, 4D690
int LaraTestWaterClimbOut(ITEM_INFO* item, COLL_INFO* coll)//4D22C, 4D690
{
if (coll->collType != CT_FRONT || !(TrInput & IN_ACTION))
return false;
@ -432,7 +432,7 @@ int __cdecl LaraTestWaterClimbOut(ITEM_INFO* item, COLL_INFO* coll)//4D22C, 4D69
return true;
}
int __cdecl LaraTestWaterStepOut(ITEM_INFO* item, COLL_INFO* coll)//4D100, 4D564 (F)
int LaraTestWaterStepOut(ITEM_INFO* item, COLL_INFO* coll)//4D100, 4D564 (F)
{
if (coll->collType == CT_FRONT || coll->midType == BIG_SLOPE || coll->midType == DIAGONAL || coll->midFloor >= 0)
{

View file

@ -18,7 +18,7 @@ extern LaraExtraInfo g_LaraExtra;
SUBSUIT_INFO Subsuit;
byte SubHitCount = 0;
void __cdecl LaraWaterCurrent(COLL_INFO* coll)//4CD34, 4D198
void LaraWaterCurrent(COLL_INFO* coll)//4CD34, 4D198
{
// CHECK TOMB21 code
if (Lara.currentActive)
@ -103,7 +103,7 @@ void __cdecl LaraWaterCurrent(COLL_INFO* coll)//4CD34, 4D198
coll->old.z = LaraItem->pos.zPos;
}
int __cdecl GetWaterDepth(int x, int y, int z, short roomNumber)//4CA38, 4CE9C
int GetWaterDepth(int x, int y, int z, short roomNumber)//4CA38, 4CE9C
{
FLOOR_INFO* floor;
ROOM_INFO* r = &Rooms[roomNumber];
@ -176,12 +176,12 @@ int __cdecl GetWaterDepth(int x, int y, int z, short roomNumber)//4CA38, 4CE9C
}
}
void __cdecl lara_col_waterroll(ITEM_INFO* item, COLL_INFO* coll)//4CA18(<), 4CE7C(<) (F)
void lara_col_waterroll(ITEM_INFO* item, COLL_INFO* coll)//4CA18(<), 4CE7C(<) (F)
{
LaraSwimCollision(item, coll);
}
void __cdecl lara_col_uwdeath(ITEM_INFO* item, COLL_INFO* coll)//4C980(<), 4CDE4(<) (F)
void lara_col_uwdeath(ITEM_INFO* item, COLL_INFO* coll)//4C980(<), 4CDE4(<) (F)
{
item->hitPoints = -1;
Lara.air = -1;
@ -195,32 +195,32 @@ void __cdecl lara_col_uwdeath(ITEM_INFO* item, COLL_INFO* coll)//4C980(<), 4CDE4
LaraSwimCollision(item, coll);
}
void __cdecl lara_col_dive(ITEM_INFO* item, COLL_INFO* coll)//4C960(<), 4CDC4(<) (F)
void lara_col_dive(ITEM_INFO* item, COLL_INFO* coll)//4C960(<), 4CDC4(<) (F)
{
LaraSwimCollision(item, coll);
}
void __cdecl lara_col_tread(ITEM_INFO* item, COLL_INFO* coll)//4C940(<), 4CDA4(<) (F)
void lara_col_tread(ITEM_INFO* item, COLL_INFO* coll)//4C940(<), 4CDA4(<) (F)
{
LaraSwimCollision(item, coll);
}
void __cdecl lara_col_glide(ITEM_INFO* item, COLL_INFO* coll)//4C920(<), 4CD84(<) (F)
void lara_col_glide(ITEM_INFO* item, COLL_INFO* coll)//4C920(<), 4CD84(<) (F)
{
LaraSwimCollision(item, coll);
}
void __cdecl lara_col_swim(ITEM_INFO* item, COLL_INFO* coll)//4C900(<), 4CD64(<) (F)
void lara_col_swim(ITEM_INFO* item, COLL_INFO* coll)//4C900(<), 4CD64(<) (F)
{
LaraSwimCollision(item, coll);
}
void __cdecl lara_as_waterroll(ITEM_INFO* item, COLL_INFO* coll)//4C8F8(<), 4CD5C(<) (F)
void lara_as_waterroll(ITEM_INFO* item, COLL_INFO* coll)//4C8F8(<), 4CD5C(<) (F)
{
item->fallspeed = 0;
}
void __cdecl lara_as_uwdeath(ITEM_INFO* item, COLL_INFO* coll)//4C884(<), 4CCE8(<) (F)
void lara_as_uwdeath(ITEM_INFO* item, COLL_INFO* coll)//4C884(<), 4CCE8(<) (F)
{
Lara.look = 0;
@ -241,7 +241,7 @@ void __cdecl lara_as_uwdeath(ITEM_INFO* item, COLL_INFO* coll)//4C884(<), 4CCE8(
}
}
void __cdecl lara_as_dive(ITEM_INFO* item, COLL_INFO* coll)//4C854, 4CCB8 (F)
void lara_as_dive(ITEM_INFO* item, COLL_INFO* coll)//4C854, 4CCB8 (F)
{
if (TrInput & IN_FORWARD)
{
@ -249,7 +249,7 @@ void __cdecl lara_as_dive(ITEM_INFO* item, COLL_INFO* coll)//4C854, 4CCB8 (F)
}
}
void __cdecl lara_as_tread(ITEM_INFO* item, COLL_INFO* coll)//4C730, 4CB94 (F)
void lara_as_tread(ITEM_INFO* item, COLL_INFO* coll)//4C730, 4CB94 (F)
{
if (item->hitPoints <= 0)
{
@ -286,7 +286,7 @@ void __cdecl lara_as_tread(ITEM_INFO* item, COLL_INFO* coll)//4C730, 4CB94 (F)
}
}
void __cdecl lara_as_glide(ITEM_INFO* item, COLL_INFO* coll)//4C634(<), 4CA98(<) (F)
void lara_as_glide(ITEM_INFO* item, COLL_INFO* coll)//4C634(<), 4CA98(<) (F)
{
if (item->hitPoints <= 0)
{
@ -324,7 +324,7 @@ void __cdecl lara_as_glide(ITEM_INFO* item, COLL_INFO* coll)//4C634(<), 4CA98(<)
item->goalAnimState = STATE_LARA_UNDERWATER_STOP;
}
void __cdecl lara_as_swim(ITEM_INFO* item, COLL_INFO* coll)//4C548(<), 4C9AC(<) (F)
void lara_as_swim(ITEM_INFO* item, COLL_INFO* coll)//4C548(<), 4C9AC(<) (F)
{
if (item->hitPoints <= 0)
{
@ -360,7 +360,7 @@ void __cdecl lara_as_swim(ITEM_INFO* item, COLL_INFO* coll)//4C548(<), 4C9AC(<)
item->goalAnimState = STATE_LARA_UNDERWATER_INERTIA;
}
void __cdecl lara_as_swimcheat(ITEM_INFO* item, COLL_INFO* coll)//4C3A8, 4C80C (F)
void lara_as_swimcheat(ITEM_INFO* item, COLL_INFO* coll)//4C3A8, 4C80C (F)
{
if (TrInput & IN_FORWARD)
{
@ -413,7 +413,7 @@ void __cdecl lara_as_swimcheat(ITEM_INFO* item, COLL_INFO* coll)//4C3A8, 4C80C (
}
// CHECK all subsuit states
void __cdecl LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)//4BFB4, 4C418 (F)
void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)//4BFB4, 4C418 (F)
{
coll->badPos = 32512;
coll->badNeg = -400;
@ -524,7 +524,7 @@ void __cdecl LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)//4BFB4, 4C418 (F)
TestTriggers(coll->trigger, 0, 0);
}
void __cdecl UpdateSubsuitAngles()//4BD20, 4C184 (F)
void UpdateSubsuitAngles()//4BD20, 4C184 (F)
{
if (Subsuit.YVel != 0)
{
@ -596,7 +596,7 @@ void __cdecl UpdateSubsuitAngles()//4BD20, 4C184 (F)
}
}
void __cdecl SwimTurnSubsuit(ITEM_INFO* item)//4BBDC, 4C040 (F)
void SwimTurnSubsuit(ITEM_INFO* item)//4BBDC, 4C040 (F)
{
if (item->pos.yPos < 14080)
Subsuit.YVel += (14080 - item->pos.yPos) >> 4;
@ -634,7 +634,7 @@ void __cdecl SwimTurnSubsuit(ITEM_INFO* item)//4BBDC, 4C040 (F)
}
}
void __cdecl SwimTurn(ITEM_INFO* item)//4BAF4(<), 4BF58(<) (F)
void SwimTurn(ITEM_INFO* item)//4BAF4(<), 4BF58(<) (F)
{
if (TrInput & IN_FORWARD)
{
@ -661,7 +661,7 @@ void __cdecl SwimTurn(ITEM_INFO* item)//4BAF4(<), 4BF58(<) (F)
}
}
void __cdecl LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll)//4B608, 4BA6C
void LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll)//4B608, 4BA6C
{
int oldX = item->pos.xPos;
int oldY = item->pos.yPos;
@ -824,7 +824,7 @@ void __cdecl LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll)//4B608, 4BA6C
LaraTestWaterDepth(item, coll);
}
void __cdecl LaraTestWaterDepth(ITEM_INFO* item, COLL_INFO* coll)//4B4F8(<), 4B95C(<) (F)
void LaraTestWaterDepth(ITEM_INFO* item, COLL_INFO* coll)//4B4F8(<), 4B95C(<) (F)
{
short roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);

View file

@ -2,24 +2,24 @@
#include "..\Global\global.h"
void __cdecl LaraWaterCurrent(COLL_INFO* coll);
int __cdecl GetWaterDepth(int x, int y, int z, short roomNumber);
void __cdecl lara_col_waterroll(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_uwdeath(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_dive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_tread(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_glide(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_col_swim(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_waterroll(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_uwdeath(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_dive(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_tread(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_glide(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_swim(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl lara_as_swimcheat(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl UpdateSubsuitAngles();
void __cdecl SwimTurnSubsuit(ITEM_INFO* item);
void __cdecl SwimTurn(ITEM_INFO* item);
void __cdecl LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll);
void __cdecl LaraTestWaterDepth(ITEM_INFO* item, COLL_INFO* coll);
void LaraWaterCurrent(COLL_INFO* coll);
int GetWaterDepth(int x, int y, int z, short roomNumber);
void lara_col_waterroll(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_uwdeath(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_dive(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_tread(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_glide(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_swim(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_waterroll(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_uwdeath(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_dive(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_tread(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_glide(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_swim(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_swimcheat(ITEM_INFO* item, COLL_INFO* coll);
void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll);
void UpdateSubsuitAngles();
void SwimTurnSubsuit(ITEM_INFO* item);
void SwimTurn(ITEM_INFO* item);
void LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll);
void LaraTestWaterDepth(ITEM_INFO* item, COLL_INFO* coll);

View file

@ -9,7 +9,7 @@
BITE_INFO LionBite1 = { 0xFFFFFFFE, 0xFFFFFFF6, 0xFA, 0x15 };
BITE_INFO LionBite2 = { 0xFFFFFFFE, 0xFFFFFFF6, 0x84, 0x15 };
void __cdecl InitialiseLion(short itemNum)
void InitialiseLion(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -21,7 +21,7 @@ void __cdecl InitialiseLion(short itemNum)
item->currentAnimState = 1;
}
void __cdecl LionControl(short itemNum)
void LionControl(short itemNum)
{
short joint0 = 0;
short angle = 0;

View file

@ -1,7 +1,7 @@
#pragma once
#include "..\Global\global.h"
void __cdecl InitialiseLion(short itemNum);
void __cdecl LionControl(short itemNum);
void InitialiseLion(short itemNum);
void LionControl(short itemNum);
void Inject_Lion();

View file

@ -2,7 +2,7 @@
#include "..\Global\global.h"
#include <stdio.h>
void __cdecl InitialiseLOTarray(int allocMem)
void InitialiseLOTarray(int allocMem)
{
DB_Log(0, "InitialiseLOTarray - DLL");
@ -19,7 +19,7 @@ void __cdecl InitialiseLOTarray(int allocMem)
SlotsUsed = 0;
}
int __cdecl EnableBaddieAI(short itemNum, int always)
int EnableBaddieAI(short itemNum, int always)
{
ITEM_INFO* item = &Items[itemNum];
@ -79,7 +79,7 @@ int __cdecl EnableBaddieAI(short itemNum, int always)
return false;
}
void __cdecl DisableBaddieAI(short itemNumber)
void DisableBaddieAI(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
@ -115,6 +115,7 @@ void InitialiseCustomObjects(short itemNum, short slot)
break;
case ID_APE:
//case ID_SMALL_SPIDER:
creature->LOT.step = 512;
creature->LOT.drop = -512;
creature->LOT.zone = ZONE_HUMAN;
@ -122,7 +123,7 @@ void InitialiseCustomObjects(short itemNum, short slot)
}
}
void __cdecl InitialiseSlot(short itemNum, short slot)
void InitialiseSlot(short itemNum, short slot)
{
CREATURE_INFO* creature = &BaddieSlots[slot];
ITEM_INFO* item = &Items[itemNum];
@ -162,6 +163,7 @@ void __cdecl InitialiseSlot(short itemNum, short slot)
case ID_MP_WITH_STICK:
case ID_MONKEY:
case ID_YETI:
//case ID_SOPHIA_LEE:
// Can climb
creature->LOT.step = 1024;
creature->LOT.drop = -1024;
@ -236,7 +238,7 @@ void __cdecl InitialiseSlot(short itemNum, short slot)
SlotsUsed++;
}
void __cdecl ClearLOT(LOT_INFO* LOT)
void ClearLOT(LOT_INFO* LOT)
{
LOT->head = NO_BOX;
LOT->tail = NO_BOX;
@ -254,7 +256,7 @@ void __cdecl ClearLOT(LOT_INFO* LOT)
}
}
void __cdecl CreateZone(ITEM_INFO* item)
void CreateZone(ITEM_INFO* item)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
ROOM_INFO* r = &Rooms[item->roomNumber];

View file

@ -7,11 +7,11 @@
//#define ClearLOT ((void (__cdecl*)(LOT_INFO*)) 0x0045B740)
//#define SameZoneAIObject ((int (__cdecl*)(CREATURE_INFO*, short)) 0x0040C070)
void __cdecl InitialiseLOTarray(int allocMem);
int __cdecl EnableBaddieAI(short itemNum, int always);
void __cdecl InitialiseSlot(short itemNum, short slot);
void __cdecl DisableBaddieAI(short itemNumber);
void __cdecl ClearLOT(LOT_INFO* LOT);
void __cdecl CreateZone(ITEM_INFO* item);
void InitialiseLOTarray(int allocMem);
int EnableBaddieAI(short itemNum, int always);
void InitialiseSlot(short itemNum, short slot);
void DisableBaddieAI(short itemNumber);
void ClearLOT(LOT_INFO* LOT);
void CreateZone(ITEM_INFO* item);
void Inject_Lot();

View file

@ -13,7 +13,7 @@
BITE_INFO ArmedBaddy2Gun = { 0x0FFFFFFCE, 0xDC, 0x3C, 0x0D };
void __cdecl InitialiseArmedBaddy2(short itemNum)
void InitialiseArmedBaddy2(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -26,7 +26,7 @@ void __cdecl InitialiseArmedBaddy2(short itemNum)
*item->pad2 = 9216;
}
void __cdecl ArmedBaddy2Control(short itemNum)
void ArmedBaddy2Control(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -2,7 +2,7 @@
#include "..\Global\global.h"
void __cdecl InitialiseArmedBaddy2(short itemNum);
void __cdecl ArmedBaddy2Control(short itemNum);
void InitialiseArmedBaddy2(short itemNum);
void ArmedBaddy2Control(short itemNum);
void Inject_Mafia();

View file

@ -34,7 +34,7 @@ short PoleBounds[12] = // offset 0xA1250
extern LaraExtraInfo g_LaraExtra;
void __cdecl SmashObject(short itemNumber)
void SmashObject(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
ROOM_INFO* r = &Rooms[item->roomNumber];
@ -58,12 +58,12 @@ void __cdecl SmashObject(short itemNumber)
item->status = ITEM_DEACTIVATED;
}
void __cdecl SmashObjectControl(short itemNumber)
void SmashObjectControl(short itemNumber)
{
SmashObject(itemNumber << 16);
}
void __cdecl BridgeFlatFloor(ITEM_INFO* item, int x, int y, int z, int* height)
void BridgeFlatFloor(ITEM_INFO* item, int x, int y, int z, int* height)
{
if (item->pos.yPos >= y)
{
@ -73,7 +73,7 @@ void __cdecl BridgeFlatFloor(ITEM_INFO* item, int x, int y, int z, int* height)
}
}
void __cdecl BridgeFlatCeiling(ITEM_INFO* item, int x, int y, int z, int* height)
void BridgeFlatCeiling(ITEM_INFO* item, int x, int y, int z, int* height)
{
if (item->pos.yPos >= y)
{
@ -81,7 +81,7 @@ void __cdecl BridgeFlatCeiling(ITEM_INFO* item, int x, int y, int z, int* height
}
}
int __cdecl GetOffset(ITEM_INFO* item, int x, int z)
int GetOffset(ITEM_INFO* item, int x, int z)
{
if (item->pos.yRot == 0)
{
@ -101,7 +101,7 @@ int __cdecl GetOffset(ITEM_INFO* item, int x, int z)
}
}
void __cdecl BridgeTilt1Floor(ITEM_INFO* item, int x, int y, int z, int* height)
void BridgeTilt1Floor(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 2);
@ -113,7 +113,7 @@ void __cdecl BridgeTilt1Floor(ITEM_INFO* item, int x, int y, int z, int* height)
}
}
void __cdecl BridgeTilt1Ceiling(ITEM_INFO* item, int x, int y, int z, int* height)
void BridgeTilt1Ceiling(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 2);
@ -123,7 +123,7 @@ void __cdecl BridgeTilt1Ceiling(ITEM_INFO* item, int x, int y, int z, int* heigh
}
}
void __cdecl BridgeTilt2Floor(ITEM_INFO* item, int x, int y, int z, int* height)
void BridgeTilt2Floor(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 1);
@ -135,7 +135,7 @@ void __cdecl BridgeTilt2Floor(ITEM_INFO* item, int x, int y, int z, int* height)
}
}
void __cdecl BridgeTilt2Ceiling(ITEM_INFO* item, int x, int y, int z, int* height)
void BridgeTilt2Ceiling(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 1);
@ -145,7 +145,7 @@ void __cdecl BridgeTilt2Ceiling(ITEM_INFO* item, int x, int y, int z, int* heigh
}
}
void __cdecl ControlAnimatingSlots(short itemNumber)
void ControlAnimatingSlots(short itemNumber)
{
// TODO: TR5 has here a series of hardcoded OCB codes, this function actually is just a placeholder
ITEM_INFO* item = &Items[itemNumber];
@ -154,7 +154,7 @@ void __cdecl ControlAnimatingSlots(short itemNumber)
AnimateItem(item);
}
void __cdecl PoleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
void PoleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNumber];
@ -231,7 +231,7 @@ void __cdecl PoleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl ControlTriggerTriggerer(short itemNumber)
void ControlTriggerTriggerer(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
@ -272,7 +272,7 @@ void __cdecl ControlTriggerTriggerer(short itemNumber)
}
}
void __cdecl AnimateWaterfalls()
void AnimateWaterfalls()
{
lastWaterfallY = (lastWaterfallY - 7) & 0x3F;
float y = lastWaterfallY * 0.00390625f;
@ -302,7 +302,7 @@ void __cdecl AnimateWaterfalls()
}
}
void __cdecl ControlWaterfall(short itemNumber)
void ControlWaterfall(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
TriggerActive(item);
@ -329,7 +329,7 @@ void __cdecl ControlWaterfall(short itemNumber)
}
}
void __cdecl TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -385,7 +385,7 @@ void __cdecl TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl ParallelBarsCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
void ParallelBarsCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNumber];
if (TrInput & IN_ACTION && l->currentAnimState == STATE_LARA_REACH && l->animNumber == ANIMATION_LARA_TRY_HANG_SOLID)
@ -449,7 +449,7 @@ void __cdecl ParallelBarsCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* co
}
}
void __cdecl ControlXRayMachine(short itemNumber)
void ControlXRayMachine(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -555,7 +555,7 @@ void __cdecl ControlXRayMachine(short itemNumber)
}*/
}
void __cdecl CutsceneRopeControl(short itemNumber)
void CutsceneRopeControl(short itemNumber)
{
ITEM_INFO* item;
PHD_VECTOR pos1;
@ -588,7 +588,7 @@ void __cdecl CutsceneRopeControl(short itemNumber)
item->pos.xRot = -4869;
}
void __cdecl HybridCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll)
void HybridCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll)
{
ITEM_INFO* item;

View file

@ -5,27 +5,27 @@
#define AnimatingControl ((void (__cdecl*)(short)) 0x00465590)
#define InitialiseSmashObject ((void (__cdecl*)(short)) 0x0043D7F0)
void __cdecl SmashObject(short itemNumber);
void __cdecl SmashObjectControl(short itemNumber);
void __cdecl BridgeFlatFloor(ITEM_INFO* item, int x, int y, int z, int* height);
void __cdecl BridgeFlatCeiling(ITEM_INFO* item, int x, int y, int z, int* height);
int __cdecl GetOffset(ITEM_INFO* item, int x, int z);
void __cdecl BridgeTilt1Floor(ITEM_INFO* item, int x, int y, int z, int* height);
void __cdecl BridgeTilt2Floor(ITEM_INFO* item, int x, int y, int z, int* height);
void __cdecl BridgeTilt1Ceiling(ITEM_INFO* item, int x, int y, int z, int* height);
void __cdecl BridgeTilt2Ceiling(ITEM_INFO* item, int x, int y, int z, int* height);
void __cdecl ControlAnimatingSlots(short itemNumber);
void __cdecl PoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl ControlTriggerTriggerer(short itemNumber);
void __cdecl AnimateWaterfalls();
void __cdecl ControlWaterfall(short itemNumber);
void SmashObject(short itemNumber);
void SmashObjectControl(short itemNumber);
void BridgeFlatFloor(ITEM_INFO* item, int x, int y, int z, int* height);
void BridgeFlatCeiling(ITEM_INFO* item, int x, int y, int z, int* height);
int GetOffset(ITEM_INFO* item, int x, int z);
void BridgeTilt1Floor(ITEM_INFO* item, int x, int y, int z, int* height);
void BridgeTilt2Floor(ITEM_INFO* item, int x, int y, int z, int* height);
void BridgeTilt1Ceiling(ITEM_INFO* item, int x, int y, int z, int* height);
void BridgeTilt2Ceiling(ITEM_INFO* item, int x, int y, int z, int* height);
void ControlAnimatingSlots(short itemNumber);
void PoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void ControlTriggerTriggerer(short itemNumber);
void AnimateWaterfalls();
void ControlWaterfall(short itemNumber);
#define InitialiseTightRope ((void (__cdecl*)(short)) 0x0043ED30)
void __cdecl TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl ParallelBarsCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void ParallelBarsCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
#define InitialiseXRayMachine ((void (__cdecl*)(short)) 0x0043FA20)
void __cdecl ControlXRayMachine(short itemNumber);
void __cdecl CutsceneRopeControl(short itemNumber);
void __cdecl HybridCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
void ControlXRayMachine(short itemNumber);
void CutsceneRopeControl(short itemNumber);
void HybridCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
#define InitialiseRaisingBlock ((void (__cdecl*)(short)) 0x0043D730)
#define RaisingBlockControl ((void (__cdecl*)(short)) 0x0048C3D0)
#define InitialiseRaisingCog ((void (__cdecl*)(short)) 0x00440320)

View file

@ -8,7 +8,7 @@
#include "debris.h"
#include "box.h"
int __cdecl ShotLara(ITEM_INFO* item, AI_INFO* info, BITE_INFO* gun, short extra_rotation, int damage)
int ShotLara(ITEM_INFO* item, AI_INFO* info, BITE_INFO* gun, short extra_rotation, int damage)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
ITEM_INFO* enemy = creature->enemy;
@ -80,7 +80,7 @@ int __cdecl ShotLara(ITEM_INFO* item, AI_INFO* info, BITE_INFO* gun, short extra
return targetable;
}
short __cdecl GunMiss(int x, int y, int z, short speed, short yrot, short roomNumber)
short GunMiss(int x, int y, int z, short speed, short yrot, short roomNumber)
{
GAME_VECTOR pos;
@ -94,7 +94,7 @@ short __cdecl GunMiss(int x, int y, int z, short speed, short yrot, short roomNu
return GunShot(x, y, z, speed, yrot, roomNumber);
}
short __cdecl GunHit(int x, int y, int z, short speed, short yrot, short roomNumber)
short GunHit(int x, int y, int z, short speed, short yrot, short roomNumber)
{
PHD_VECTOR pos;
@ -110,12 +110,12 @@ short __cdecl GunHit(int x, int y, int z, short speed, short yrot, short roomNum
return GunShot(x, y, z, speed, yrot, roomNumber);
}
short __cdecl GunShot(int x, int y, int z, short speed, short yrot, short roomNumber)
short GunShot(int x, int y, int z, short speed, short yrot, short roomNumber)
{
return -1;
}
int __cdecl Targetable(ITEM_INFO* item, AI_INFO* info)
int Targetable(ITEM_INFO* item, AI_INFO* info)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
ITEM_INFO* enemy = creature->enemy;
@ -146,7 +146,7 @@ int __cdecl Targetable(ITEM_INFO* item, AI_INFO* info)
return 0;
}
int __cdecl TargetVisible(ITEM_INFO* item, AI_INFO* info)
int TargetVisible(ITEM_INFO* item, AI_INFO* info)
{
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
ITEM_INFO* enemy = creature->enemy;

View file

@ -6,11 +6,11 @@
//#define TargetVisible ((int (__cdecl*)(ITEM_INFO*, AI_INFO*)) 0x004671E0)
//#define ShotLara ((int (__cdecl*)(ITEM_INFO*, AI_INFO*, BITE_INFO*, short, int)) 0x00467610)
int __cdecl ShotLara(ITEM_INFO* item, AI_INFO* info, BITE_INFO* gun, short extra_rotation, int damage);
short __cdecl GunMiss(int x, int y, int z, short speed, short yrot, short roomNumber);
short __cdecl GunHit(int x, int y, int z, short speed, short yrot, short roomNumber);
short __cdecl GunShot(int x, int y, int z, short speed, short yrot, short roomNumber);
int __cdecl Targetable(ITEM_INFO* item, AI_INFO* info);
int __cdecl TargetVisible(ITEM_INFO* item, AI_INFO* info);
int ShotLara(ITEM_INFO* item, AI_INFO* info, BITE_INFO* gun, short extra_rotation, int damage);
short GunMiss(int x, int y, int z, short speed, short yrot, short roomNumber);
short GunHit(int x, int y, int z, short speed, short yrot, short roomNumber);
short GunShot(int x, int y, int z, short speed, short yrot, short roomNumber);
int Targetable(ITEM_INFO* item, AI_INFO* info);
int TargetVisible(ITEM_INFO* item, AI_INFO* info);
void Inject_People();

View file

@ -98,7 +98,7 @@ extern int KeyTriggerActive;
extern LaraExtraInfo g_LaraExtra;
extern Inventory* g_Inventory;
void __cdecl PickedUpObject(short objectNumber)
void PickedUpObject(short objectNumber)
{
switch (objectNumber)
{
@ -379,7 +379,7 @@ void __cdecl PickedUpObject(short objectNumber)
g_Inventory->LoadObjects(false);
}
void __cdecl RemoveObjectFromInventory(short objectNumber)
void RemoveObjectFromInventory(short objectNumber)
{
if (objectNumber >= ID_PUZZLE_ITEM1 && objectNumber <= ID_PUZZLE_ITEM8)
Lara.puzzleItems[objectNumber - ID_PUZZLE_ITEM1]--;
@ -402,7 +402,7 @@ void __cdecl RemoveObjectFromInventory(short objectNumber)
g_Inventory->LoadObjects(false);
}
void __cdecl CollectCarriedItems(ITEM_INFO* item)
void CollectCarriedItems(ITEM_INFO* item)
{
short pickupNumber = item->carriedItem;
if (pickupNumber != NO_ITEM)
@ -419,7 +419,7 @@ void __cdecl CollectCarriedItems(ITEM_INFO* item)
}
}
/*void __cdecl SearchObjectCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
/*void SearchObjectCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
UNIMPLEMENTED();
}
@ -429,7 +429,7 @@ void SearchObjectControl(short itemNumber)//52D54, 531B8
UNIMPLEMENTED();
}*/
int __cdecl PickupTrigger(short itemNum)
int PickupTrigger(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -446,7 +446,7 @@ int __cdecl PickupTrigger(short itemNum)
return 1;
}
int __cdecl KeyTrigger(short itemNum)
int KeyTrigger(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
int oldkey;
@ -464,7 +464,7 @@ int __cdecl KeyTrigger(short itemNum)
return oldkey;
}
void __cdecl PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
int flag = 0;
@ -665,7 +665,7 @@ void __cdecl PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
item->pos.yRot = oldYrot;
}
void __cdecl PuzzleDoneCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void PuzzleDoneCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
if (Items[itemNum].triggerFlags - 998 > 1)
{
@ -673,7 +673,7 @@ void __cdecl PuzzleDoneCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (Items[itemNum].triggerFlags == 1 && item->objectNumber == ID_KEY_HOLE8)
@ -759,7 +759,7 @@ void __cdecl KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
return;
}
void __cdecl PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -1230,7 +1230,7 @@ void __cdecl PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
item->pos.zRot = oldZrot;
}
void __cdecl RegeneratePickups()
void RegeneratePickups()
{
for (int i = 0; i < NumRPickups; i++)
{
@ -1282,7 +1282,7 @@ void __cdecl RegeneratePickups()
}
}
void __cdecl PickupControl(short itemNum)
void PickupControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
short roomNumber;
@ -1324,7 +1324,7 @@ void __cdecl PickupControl(short itemNum)
}
}
short* __cdecl FindPlinth(ITEM_INFO* item)
short* FindPlinth(ITEM_INFO* item)
{
ROOM_INFO* room = &Rooms[item->roomNumber];
MESH_INFO* mesh = room->mesh;
@ -1375,7 +1375,7 @@ short* __cdecl FindPlinth(ITEM_INFO* item)
return GetBestFrame(&Items[itemNumber]);
}
void __cdecl PuzzleDone(ITEM_INFO* item, short itemNum)
void PuzzleDone(ITEM_INFO* item, short itemNum)
{
item->objectNumber += 8;
item->animNumber = Objects[item->objectNumber].animIndex;
@ -1407,7 +1407,7 @@ void __cdecl PuzzleDone(ITEM_INFO* item, short itemNum)
}*/
}
void __cdecl InitialisePickup(short itemNumber)
void InitialisePickup(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
short* bounds = GetBoundsAccurate(item);

View file

@ -8,22 +8,22 @@
#define _InitialisePickup ((void (__cdecl*)(short)) 0x0043E260)
#define _PickupControl ((void (__cdecl*)(short)) 0x004679D0)
void __cdecl InitialisePickup(short itemNumber);
void __cdecl PickedUpObject(short objectNumber);
void __cdecl RemoveObjectFromInventory(short objectNumber);
void __cdecl CollectCarriedItems(ITEM_INFO* item);
int __cdecl PickupTrigger(short itemNum);
void __cdecl ActivateKey();
void __cdecl ActivateCamera();
int __cdecl KeyTrigger(short itemNum);
void __cdecl PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl PuzzleDoneCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl RegeneratePickups();
short* __cdecl FindPlinth(ITEM_INFO* item);
void __cdecl PuzzleDone(ITEM_INFO* item, short itemNum);
void __cdecl PickupControl(short itemNum);
void InitialisePickup(short itemNumber);
void PickedUpObject(short objectNumber);
void RemoveObjectFromInventory(short objectNumber);
void CollectCarriedItems(ITEM_INFO* item);
int PickupTrigger(short itemNum);
void ActivateKey();
void ActivateCamera();
int KeyTrigger(short itemNum);
void PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void PuzzleDoneCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void PickupCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void RegeneratePickups();
short* FindPlinth(ITEM_INFO* item);
void PuzzleDone(ITEM_INFO* item, short itemNum);
void PickupControl(short itemNum);
void Inject_Pickup();

View file

@ -17,7 +17,7 @@ const BASS_BFX_FREEVERB BASS_ReverbTypes[NUM_REVERB_TYPES] = // Reverb preset
vector<AudioTrack> g_AudioTracks;
bool __cdecl Sound_LoadSample(char *pointer, int compSize, int uncompSize, int index) // Replaces DXCreateSampleADPCM()
bool Sound_LoadSample(char *pointer, int compSize, int uncompSize, int index) // Replaces DXCreateSampleADPCM()
{
if (index >= SOUND_MAX_SAMPLES)
{
@ -96,7 +96,7 @@ bool __cdecl Sound_LoadSample(char *pointer, int compSize, int uncompSize, int i
return true;
}
long __cdecl SoundEffect(int effectID, PHD_3DPOS* position, int env_flags)
long SoundEffect(int effectID, PHD_3DPOS* position, int env_flags)
{
if (effectID >= SOUND_LEGACY_SOUNDMAP_SIZE)
return 0;
@ -240,14 +240,14 @@ long __cdecl SoundEffect(int effectID, PHD_3DPOS* position, int env_flags)
return 1;
}
void __cdecl StopSoundEffect(short effectID)
void StopSoundEffect(short effectID)
{
for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
if (SoundSlot[i].effectID == effectID && SoundSlot[i].channel != NULL && BASS_ChannelIsActive(SoundSlot[i].channel) == BASS_ACTIVE_PLAYING)
Sound_FreeSlot(i, SOUND_XFADETIME_CUTSOUND);
}
void __cdecl SOUND_Stop()
void SOUND_Stop()
{
for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
if (SoundSlot[i].channel != NULL && BASS_ChannelIsActive(SoundSlot[i].channel))
@ -255,14 +255,14 @@ void __cdecl SOUND_Stop()
ZeroMemory(SoundSlot, (sizeof(SoundEffectSlot) * SOUND_MAX_CHANNELS));
}
void __cdecl Sound_FreeSamples()
void Sound_FreeSamples()
{
SOUND_Stop();
for (int i = 0; i < SOUND_MAX_SAMPLES; i++)
Sound_FreeSample(i);
}
void __cdecl S_CDPlay(short index, unsigned int mode)
void S_CDPlay(short index, unsigned int mode)
{
bool crossfade = false;
DWORD crossfadeTime;
@ -341,7 +341,7 @@ void __cdecl S_CDPlay(short index, unsigned int mode)
BASS_Soundtrack[mode].trackID = index;
}
void __cdecl S_CDPlayEx(short index, DWORD mask, DWORD unknown)
void S_CDPlayEx(short index, DWORD mask, DWORD unknown)
{
static short loopedTracks[] = { 117, 118, 121, 123, 124, 125, 126, 127, 128, 129, 130 };
bool looped = false;
@ -373,7 +373,7 @@ void __cdecl S_CDPlayEx(short index, DWORD mask, DWORD unknown)
S_CDPlay(index, looped);
}
void __cdecl S_CDStop()
void S_CDStop()
{
// Do quick fadeouts.
BASS_ChannelSlideAttribute(BASS_Soundtrack[SOUND_TRACK_ONESHOT].channel, BASS_ATTRIB_VOL | BASS_SLIDE_LOG, -1.0f, SOUND_XFADETIME_ONESHOT);

View file

@ -582,12 +582,13 @@ typedef enum sound_effects
SFX_TR2_SNOWMOBILE_HITF_ID201,
SFX_TR2_SNOWMOBILE_HITB_ID202,
SFX_TR2_SNOWMOBILE_FALL_ID203,
SFX_HIT_BY_KNIFE_ID317,
SFX_MONK_HIT_TARGET_ID245,
SFX_SWORD_GUARDIAN_FLYING_ID312,
SFX_SWORD_HITTARGET_ID318,
SFX_UPV_HARPOON_SHOT_ID23,
SFX_MINECART_HIT_ID202,
SFX_TR2_HIT_BY_KNIFE_ID317,
SFX_TR2_MONK_HIT_TARGET_ID245,
SFX_TR2_SWORD_GUARDIAN_FLYING_ID312,
SFX_TR2_SWORD_HITTARGET_ID318,
SFX_TR3_UPV_HARPOON_SHOT_ID23,
SFX_TR3_MINECART_HIT_ID202,
SFX_TR3_BOSS_EXPLODE_ID76,
NUM_SFX
};
@ -692,14 +693,14 @@ extern vector<AudioTrack> g_AudioTracks;
#define SayNo ((void (__cdecl*)()) 0x004790E0)
long __cdecl SoundEffect(int effectID, PHD_3DPOS* position, int env_flags);
void __cdecl StopSoundEffect(short effectID);
bool __cdecl Sound_LoadSample(char *buffer, int compSize, int uncompSize, int currentIndex);
void __cdecl Sound_FreeSamples();
void __cdecl SOUND_Stop();
void __cdecl S_CDPlay(short index, unsigned int mode);
void __cdecl S_CDPlayEx(short index, DWORD mask, DWORD unknown);
void __cdecl S_CDStop();
long SoundEffect(int effectID, PHD_3DPOS* position, int env_flags);
void StopSoundEffect(short effectID);
bool Sound_LoadSample(char *buffer, int compSize, int uncompSize, int currentIndex);
void Sound_FreeSamples();
void SOUND_Stop();
void S_CDPlay(short index, unsigned int mode);
void S_CDPlayEx(short index, DWORD mask, DWORD unknown);
void S_CDStop();
static void CALLBACK Sound_FinishOneshotTrack(HSYNC handle, DWORD channel, DWORD data, void* userData);

View file

@ -6,7 +6,7 @@
#include "..\Game\draw.h"
void __cdecl InitSpotCamSequences()
void InitSpotCamSequences()
{
int s, cc, n, ce;
@ -47,7 +47,7 @@ void __cdecl InitSpotCamSequences()
return;
}
void __cdecl InitialiseSpotCam(short Sequence)
void InitialiseSpotCam(short Sequence)
{
SPOTCAM* s;
int cn;
@ -335,7 +335,7 @@ void __cdecl InitialiseSpotCam(short Sequence)
}
#ifdef OLD_CODE
void __cdecl CalculateSpotCameras()
void CalculateSpotCameras()
{
int cpx; // stack offset -96
int cpy; // stack offset -92
@ -1201,12 +1201,12 @@ void __cdecl CalculateSpotCameras()
}
#endif
/*void __cdecl CalculateSpotCameras()
/*void CalculateSpotCameras()
{
}*/
void __cdecl Inject_Spotcam()
void Inject_Spotcam()
{
INJECT(0x0047A800, InitSpotCamSequences);
//INJECT(0x0047A9D0, InitialiseSpotCam);

View file

@ -26,8 +26,8 @@ enum spotcam_flags
#define TriggerTitleSpotcam ((void (__cdecl*)(int)) 0x004284A0)
#define Spline ((int (__cdecl*)(int, int*, int)) 0x0047A890)
void __cdecl InitSpotCamSequences();
void __cdecl InitialiseSpotCam(short sequence);
//void __cdecl CalculateSpotCameras();
void InitSpotCamSequences();
void InitialiseSpotCam(short sequence);
//void CalculateSpotCameras();
void __cdecl Inject_Spotcam();
void Inject_Spotcam();

View file

@ -12,7 +12,7 @@
#include "..\Game\Lara.h"
/*
void __cdecl InitialiseGuard(short itemNum)
void InitialiseGuard(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -116,7 +116,7 @@ LABEL_21:
return result;
}
void __cdecl ControlGuard(int itemNum)
void ControlGuard(int itemNum)
{
int v1; // eax
int v2; // ecx

View file

@ -103,7 +103,7 @@ short SwitchBounds[12] = // offset 0xA1694
};
PHD_VECTOR SwitchPos = { 0, 0, 0 }; // offset 0xA16AC
void __cdecl ProcessExplodingSwitchType8(ITEM_INFO* item)
void ProcessExplodingSwitchType8(ITEM_INFO* item)
{
PHD_VECTOR pos;
pos.x = 0;
@ -115,7 +115,7 @@ void __cdecl ProcessExplodingSwitchType8(ITEM_INFO* item)
item->meshBits |= 1 << ((Objects[item->objectNumber].nmeshes & 0xFF) - 2);
}
void __cdecl CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -173,7 +173,7 @@ void __cdecl CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* col
}
}
void __cdecl CrowDoveSwitchControl(short itemNumber)
void CrowDoveSwitchControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -196,7 +196,7 @@ void __cdecl CrowDoveSwitchControl(short itemNumber)
}
}
void __cdecl CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -267,7 +267,7 @@ void __cdecl CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl CogSwitchControl(short itemNum)
void CogSwitchControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -308,7 +308,7 @@ void __cdecl CogSwitchControl(short itemNum)
}
}
void __cdecl FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -361,7 +361,7 @@ void __cdecl FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* co
}
}
void __cdecl FullBlockSwitchControl(short itemNumber)
void FullBlockSwitchControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -387,7 +387,7 @@ void __cdecl FullBlockSwitchControl(short itemNumber)
AnimateItem(item);
}
void __cdecl CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int doSwitch = 0;
ITEM_INFO* item = &Items[itemNum];
@ -524,7 +524,7 @@ void __cdecl CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll
}
}
void __cdecl JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -561,7 +561,7 @@ void __cdecl JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int flag = 0;
ITEM_INFO* item = &Items[itemNum];
@ -657,7 +657,7 @@ void __cdecl RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
AnimateItem(item);
}
void __cdecl TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
int flag = 0;
@ -784,7 +784,7 @@ void __cdecl TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl TurnSwitchControl(short itemNum)
void TurnSwitchControl(short itemNum)
{
ITEM_INFO* l = LaraItem;
ITEM_INFO* item = &Items[itemNum];
@ -862,7 +862,7 @@ void __cdecl TurnSwitchControl(short itemNum)
}
}
void __cdecl PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -917,7 +917,7 @@ void __cdecl PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
int flag = 0;
@ -989,7 +989,7 @@ void __cdecl UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* c
}
}
void __cdecl SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -1023,7 +1023,7 @@ void __cdecl SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION
@ -1179,7 +1179,7 @@ void __cdecl SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
ObjectCollision(itemNum, l, coll);
}
void __cdecl SwitchControl(short itemNumber)
void SwitchControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->objectNumber != ID_AIRLOCK_SWITCH || item->triggerFlags < 8)
@ -1247,13 +1247,13 @@ void __cdecl SwitchControl(short itemNumber)
AnimateItem(item);
}
void __cdecl TestTriggersAtXYZ(int x, int y, int z, short roomNumber, int heavy, int flags)
void TestTriggersAtXYZ(int x, int y, int z, short roomNumber, int heavy, int flags)
{
GetFloorHeight(GetFloor(x, y, z, &roomNumber), x, y, z);
TestTriggers(TriggerIndex, heavy, flags);
}
int __cdecl GetKeyTrigger(ITEM_INFO* item)
int GetKeyTrigger(ITEM_INFO* item)
{
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
@ -1281,7 +1281,7 @@ int __cdecl GetKeyTrigger(ITEM_INFO* item)
return 0;
}
int __cdecl GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch)
int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch)
{
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
@ -1312,7 +1312,7 @@ int __cdecl GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwi
return 0;
}
int __cdecl SwitchTrigger(short itemNum, short timer)
int SwitchTrigger(short itemNum, short timer)
{
ITEM_INFO* item = &Items[itemNum];
if (item->status == ITEM_DEACTIVATED)
@ -1355,7 +1355,7 @@ int __cdecl SwitchTrigger(short itemNum, short timer)
return 0;
}
void __cdecl InitialiseSwitch(short itemNumber)
void InitialiseSwitch(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->triggerFlags >= 1000)
@ -1365,7 +1365,7 @@ void __cdecl InitialiseSwitch(short itemNumber)
}
}
void __cdecl InitialisePulleySwitch(short itemNumber)
void InitialisePulleySwitch(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
item->itemFlags[3] = item->triggerFlags;
@ -1374,7 +1374,7 @@ void __cdecl InitialisePulleySwitch(short itemNumber)
// item->itemFlags[1] = 1;
}
void __cdecl InitialiseCrowDoveSwitch(short itemNumber)
void InitialiseCrowDoveSwitch(short itemNumber)
{
Items[itemNumber].meshBits = 3;
}

View file

@ -7,28 +7,28 @@
//#define LeverSwitchCollision ((void (__cdecl*)(short,ITEM_INFO*,COLL_INFO*)) 0x0047EE00)
//#define InitialisePulleySwitch ((void (__cdecl*)(short)) 0x0043E1F0)
//#define InitialiseCrowDoveSwitch ((void (__cdecl*)(short)) 0x0043ECF0)
void __cdecl CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl CrowDoveSwitchControl(short itemNumber);
void __cdecl CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl CogSwitchControl(short itemNum);
void __cdecl FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl FullBlockSwitchControl(short itemNumber);
void __cdecl CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl TurnSwitchControl(short itemNum);
void __cdecl PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl SwitchControl(short itemNumber);
void __cdecl TestTriggersAtXYZ(int x, int y, int z, short roomNumber, int heavy, int flags);
int __cdecl GetKeyTrigger(ITEM_INFO* item);
int __cdecl GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch);
int __cdecl SwitchTrigger(short itemNum, short timer);
void __cdecl InitialiseSwitch(short itemNum);
void __cdecl InitialisePulleySwitch(short itemNumber);
void __cdecl InitialiseCrowDoveSwitch(short itemNumber);
void CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void CrowDoveSwitchControl(short itemNumber);
void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void CogSwitchControl(short itemNum);
void FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void FullBlockSwitchControl(short itemNumber);
void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void TurnSwitchControl(short itemNum);
void PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void SwitchControl(short itemNumber);
void TestTriggersAtXYZ(int x, int y, int z, short roomNumber, int heavy, int flags);
int GetKeyTrigger(ITEM_INFO* item);
int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch);
int SwitchTrigger(short itemNum, short timer);
void InitialiseSwitch(short itemNum);
void InitialisePulleySwitch(short itemNumber);
void InitialiseCrowDoveSwitch(short itemNumber);
void Inject_Switch();

View file

@ -1,7 +1,7 @@
#include "text.h"
#include "draw.h"
void __cdecl PrintString(int x, int y, int unk1, char* string, int unk2)
void PrintString(int x, int y, int unk1, char* string, int unk2)
{
g_Renderer->PrintString(x, y, string, 0xFFFFFFFF, 0);
}

View file

@ -1,6 +1,6 @@
#pragma once
#include "draw.h"
void __cdecl PrintString(int x, int y, int unk1, char* string, int unk2);
void PrintString(int x, int y, int unk1, char* string, int unk2);
void Inject_Text();

View file

@ -2,7 +2,7 @@
#include "..\Global\global.h"
#include "items.h"
void __cdecl LaraBurn()
void LaraBurn()
{
if (!Lara.burn && !Lara.burnSmoke)
{

View file

@ -57,4 +57,4 @@
#define TeethSpikeControl ((void (__cdecl*)(short)) 0x0043FBC0)
#define DrawScaledSpike ((void (__cdecl*)(ITEM_INFO*)) 0x0043FBC0)
void __cdecl LaraBurn();
void LaraBurn();

View file

@ -2,14 +2,14 @@
#include <stdlib.h>
#include "..\Global\global.h"
char* __cdecl GameMalloc(int size)
char* GameMalloc(int size)
{
//printf("Size: %d, MallocFree: %d\n", size, MallocFree);
return GameMallocReal(size);
}
/*
void __cdecl InitGameMalloc()
void InitGameMalloc()
{
char* buffer = (char*)malloc(GAME_BUFFER_SIZE);
MallocBuffer = buffer;
@ -19,7 +19,7 @@ void __cdecl InitGameMalloc()
MallocUsed = 0;
}
char* __cdecl GameMalloc(int size)
char* GameMalloc(int size)
{
int memSize = (size + 3) & -4;
if (memSize > MallocFree)
@ -38,7 +38,7 @@ char* __cdecl GameMalloc(int size)
}
}
void __cdecl GameFree(int size)
void GameFree(int size)
{
int memSize = (size + 3) & -4;
MallocPtr -= memSize;
@ -46,12 +46,12 @@ void __cdecl GameFree(int size)
MallocUsed -= memSize;
}
void* __cdecl Malloc(int size)
void* Malloc(int size)
{
return malloc(size);
}
void __cdecl Free(void* ptr)
void Free(void* ptr)
{
free(ptr);
}*/

View file

@ -9,6 +9,6 @@
#define InitGameMalloc ((void (__cdecl*)()) 0x004A7CB0)
#define GameMallocReal ((char* (__cdecl*)(int)) 0x004A7D00)
char* __cdecl GameMalloc(int size);
char* GameMalloc(int size);
void Inject_Malloc();

View file

@ -45,7 +45,7 @@ BITE_INFO birdyBiteR = { 0, 224, 0, 22 };
extern LaraExtraInfo g_LaraExtra;
void __cdecl InitialiseWildBoar(short itemNum)
void InitialiseWildBoar(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -57,7 +57,7 @@ void __cdecl InitialiseWildBoar(short itemNum)
item->currentAnimState = 1;
}
void __cdecl WildBoarControl(short itemNum)
void WildBoarControl(short itemNum)
{
short angle = 0;
short head = 0;
@ -211,7 +211,7 @@ void __cdecl WildBoarControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseSmallScorpion(short itemNum)
void InitialiseSmallScorpion(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -223,7 +223,7 @@ void __cdecl InitialiseSmallScorpion(short itemNum)
item->currentAnimState = 1;
}
void __cdecl SmallScorpionControl(short itemNum)
void SmallScorpionControl(short itemNum)
{
short angle = 0;
short head = 0;
@ -372,7 +372,7 @@ void __cdecl SmallScorpionControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseScorpion(short itemNum)
void InitialiseScorpion(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -394,7 +394,7 @@ void __cdecl InitialiseScorpion(short itemNum)
item->frameNumber = Anims[item->animNumber].frameBase;
}
void __cdecl ScorpionControl(short itemNum)
void ScorpionControl(short itemNum)
{
short angle = 0;
short head = 0;
@ -694,7 +694,7 @@ void __cdecl ScorpionControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseBat(short itemNum)
void InitialiseBat(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -706,7 +706,7 @@ void __cdecl InitialiseBat(short itemNum)
item->currentAnimState = 6;
}
void __cdecl BatControl(short itemNum)
void BatControl(short itemNum)
{
short angle = 0;
short head = 0;
@ -855,7 +855,7 @@ void __cdecl BatControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl BarracudaControl(short itemNum)
void BarracudaControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -950,7 +950,7 @@ void __cdecl BarracudaControl(short itemNum)
CreatureUnderwater(item, STEP_SIZE);
}
void __cdecl SharkControl(short itemNum)
void SharkControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -1047,7 +1047,7 @@ void __cdecl SharkControl(short itemNum)
AnimateItem(item);
}
void __cdecl TigerControl(short itemNum)
void TigerControl(short itemNum)
{
short head = 0;
short angle = 0;
@ -1177,7 +1177,7 @@ void __cdecl TigerControl(short itemNum)
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl InitialiseCobra(short itemNum)
void InitialiseCobra(short itemNum)
{
InitialiseCreature(itemNum);
@ -1189,7 +1189,7 @@ void __cdecl InitialiseCobra(short itemNum)
item->hitPoints = Objects[item->objectNumber].hitPoints;
}
void __cdecl CobraControl(short itemNum)
void CobraControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -1283,7 +1283,7 @@ void __cdecl CobraControl(short itemNum)
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl RaptorControl(short itemNum)
void RaptorControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (item->status == ITEM_INVISIBLE)
@ -1697,7 +1697,7 @@ void EagleControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl BearControl(short itemNum)
void BearControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -1923,7 +1923,7 @@ void __cdecl BearControl(short itemNum)
}
void __cdecl InitialiseWolf(short itemNum)
void InitialiseWolf(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
ClearItem(itemNum);
@ -1931,7 +1931,7 @@ void __cdecl InitialiseWolf(short itemNum)
}
void __cdecl WolfControl(short itemNum)
void WolfControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -2234,7 +2234,7 @@ void TyrannosaurControl(short itemNum)
item->collidable = true;
}
void __cdecl ApeControl(short itemNum)
void ApeControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -2413,7 +2413,7 @@ void __cdecl ApeControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl RatControl(short itemNum)
void RatControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -2513,7 +2513,7 @@ void __cdecl RatControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseLittleBeetle(short itemNum)
void InitialiseLittleBeetle(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -2549,12 +2549,12 @@ void __cdecl InitialiseLittleBeetle(short itemNum)
}
}
void __cdecl LittleBeetleControl(short itemNum)
void LittleBeetleControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
}
void __cdecl InitialiseHarpy(short itemNum)
void InitialiseHarpy(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -2566,7 +2566,7 @@ void __cdecl InitialiseHarpy(short itemNum)
item->currentAnimState = 1;
}
void __cdecl HarpyControl(short itemNum)
void HarpyControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -2921,7 +2921,7 @@ void __cdecl HarpyControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl HarpySparks2(int x, int y, int z, int xv, int yv, int zv)
void HarpySparks2(int x, int y, int z, int xv, int yv, int zv)
{
int dx = LaraItem->pos.xPos - x;
int dz = LaraItem->pos.zPos - z;
@ -2957,7 +2957,7 @@ void __cdecl HarpySparks2(int x, int y, int z, int xv, int yv, int zv)
}
}
void __cdecl HarpyAttack(ITEM_INFO* item, short itemNum)
void HarpyAttack(ITEM_INFO* item, short itemNum)
{
item->itemFlags[0]++;
@ -3073,7 +3073,7 @@ void __cdecl HarpyAttack(ITEM_INFO* item, short itemNum)
}
}
void __cdecl HarpyBubbles(PHD_3DPOS* pos, short roomNumber, int count)
void HarpyBubbles(PHD_3DPOS* pos, short roomNumber, int count)
{
short fxNumber = CreateNewEffect(roomNumber);
if (fxNumber != -1)
@ -3095,7 +3095,7 @@ void __cdecl HarpyBubbles(PHD_3DPOS* pos, short roomNumber, int count)
}
}
void __cdecl HarpySparks1(short itemNum, byte num, int size)
void HarpySparks1(short itemNum, byte num, int size)
{
ITEM_INFO* item = &Items[itemNum];
@ -3143,7 +3143,7 @@ void __cdecl HarpySparks1(short itemNum, byte num, int size)
}
}
void __cdecl InitialiseCrocodile(short itemNum)
void InitialiseCrocodile(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
OBJECT_INFO* obj = &Objects[item->objectNumber];
@ -3167,7 +3167,7 @@ void __cdecl InitialiseCrocodile(short itemNum)
}
}
void __cdecl CrocodileControl(short itemNum)
void CrocodileControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -3522,7 +3522,7 @@ void __cdecl CrocodileControl(short itemNum)
}
}
void __cdecl InitialiseSphinx(short itemNum)
void InitialiseSphinx(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -3534,7 +3534,7 @@ void __cdecl InitialiseSphinx(short itemNum)
item->currentAnimState = 1;
}
void __cdecl SphinxControl(short itemNum)
void SphinxControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -3747,7 +3747,7 @@ void __cdecl SphinxControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl InitialiseMonkey(short itemNumber)
void InitialiseMonkey(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -3759,7 +3759,7 @@ void __cdecl InitialiseMonkey(short itemNumber)
item->goalAnimState = 6;
}
void __cdecl MonkeyControl(short itemNumber)
void MonkeyControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
@ -4321,7 +4321,7 @@ void __cdecl MonkeyControl(short itemNumber)
}
}
void __cdecl InitialiseYeti(short itemNum)
void InitialiseYeti(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
InitialiseCreature(itemNum);
@ -4330,7 +4330,7 @@ void __cdecl InitialiseYeti(short itemNum)
item->currentAnimState = Anims[item->animNumber].currentAnimState;
}
void __cdecl YetiControl(short itemNum)
void YetiControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -4672,7 +4672,7 @@ void SpiderLeap(short itemNum, ITEM_INFO* item, short angle)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl SmallSpiderControl(short itemNum)
void SmallSpiderControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -4777,7 +4777,7 @@ void __cdecl SmallSpiderControl(short itemNum)
SpiderLeap(itemNum, item, angle);
}
void __cdecl BigSpiderControl(short itemNum)
void BigSpiderControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -4873,7 +4873,7 @@ void __cdecl BigSpiderControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl BirdMonsterControl(short itemNum)
void BirdMonsterControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -15,7 +15,7 @@ BITE_INFO baddyGun = { 0, -16, 200, 11 };
BITE_INFO baddySword = { 0, 0, 0, 15 };
BITE_INFO silencerGun = { 3, 331, 56, 10 };
void __cdecl ClampRotation(PHD_3DPOS *pos, short angle, short rot)
void ClampRotation(PHD_3DPOS *pos, short angle, short rot)
{
if (angle <= rot)
{
@ -34,7 +34,7 @@ void __cdecl ClampRotation(PHD_3DPOS *pos, short angle, short rot)
}
}
void __cdecl InitialiseBaddy(short itemNum)
void InitialiseBaddy(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -133,7 +133,7 @@ void __cdecl InitialiseBaddy(short itemNum)
item->frameNumber = Anims[item->animNumber].frameBase;
}
void __cdecl BaddyControl(short itemNum)
void BaddyControl(short itemNum)
{
if (!CreatureActive(itemNum))
@ -1120,7 +1120,7 @@ void __cdecl BaddyControl(short itemNum)
return;
}
void __cdecl SilencerControl(short itemNum)
void SilencerControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -66,7 +66,7 @@ enum boat_Anims {
// TODO: (boat) render problem, water height problem, enter problem.
void __cdecl GetBoatGetOff(ITEM_INFO* boat)
void GetBoatGetOff(ITEM_INFO* boat)
{
/* Wait for last frame of getoff anims before returning to normal Lara control */
if ((LaraItem->currentAnimState == BOAT_JUMPR || LaraItem->currentAnimState == BOAT_JUMPL) && LaraItem->frameNumber == Anims[LaraItem->animNumber].frameEnd)
@ -109,7 +109,7 @@ void __cdecl GetBoatGetOff(ITEM_INFO* boat)
}
}
int __cdecl CanGetOff(int direction)
int CanGetOff(int direction)
{
ITEM_INFO* v;
FLOOR_INFO* floor;
@ -144,7 +144,7 @@ int __cdecl CanGetOff(int direction)
return 1;
}
int __cdecl BoatCheckGetOn(short itemNum, COLL_INFO* coll)
int BoatCheckGetOn(short itemNum, COLL_INFO* coll)
{
/* Returns 0 if no get on, 1 if right get on and 2 if left get on and 3 if jump geton */
int geton = 0, dist;
@ -204,7 +204,7 @@ int __cdecl BoatCheckGetOn(short itemNum, COLL_INFO* coll)
return geton;
}
int __cdecl TestWaterHeight(ITEM_INFO* item, int z_off, int x_off, PHD_VECTOR* pos)
int TestWaterHeight(ITEM_INFO* item, int z_off, int x_off, PHD_VECTOR* pos)
{
/* Get water height at a position offset from the origin.
Moves the vector in 'pos' to the required test position too */
@ -237,7 +237,7 @@ int __cdecl TestWaterHeight(ITEM_INFO* item, int z_off, int x_off, PHD_VECTOR* p
return height - 5; // make sure boat is above water line else all sorts of weirdness results
}
void __cdecl DoBoatCollision(int itemNum)
void DoBoatCollision(int itemNum)
{
ITEM_INFO* item, * boat;
int item_number, distance, x, z, radius;
@ -271,7 +271,7 @@ void __cdecl DoBoatCollision(int itemNum)
}
}
short __cdecl DoBoatShift(ITEM_INFO* skidoo, PHD_VECTOR* pos, PHD_VECTOR* old)
short DoBoatShift(ITEM_INFO* skidoo, PHD_VECTOR* pos, PHD_VECTOR* old)
{
int x, z;
int x_old, z_old;
@ -386,7 +386,7 @@ short __cdecl DoBoatShift(ITEM_INFO* skidoo, PHD_VECTOR* pos, PHD_VECTOR* old)
return 0;
}
int __cdecl GetBoatCollisionAnim(ITEM_INFO* skidoo, PHD_VECTOR* moved)
int GetBoatCollisionAnim(ITEM_INFO* skidoo, PHD_VECTOR* moved)
{
int c, s, front, side;
@ -419,7 +419,7 @@ int __cdecl GetBoatCollisionAnim(ITEM_INFO* skidoo, PHD_VECTOR* moved)
return 0;
}
int __cdecl DoBoatDynamics(int height, int fallspeed, int* y)
int DoBoatDynamics(int height, int fallspeed, int* y)
{
if (height > * y)
{
@ -447,7 +447,7 @@ int __cdecl DoBoatDynamics(int height, int fallspeed, int* y)
return fallspeed;
}
int __cdecl BoatDynamics(short itemNum)
int BoatDynamics(short itemNum)
{
ITEM_INFO* boat;
BOAT_INFO* binfo;
@ -595,7 +595,7 @@ int __cdecl BoatDynamics(short itemNum)
return collide;
}
int __cdecl BoatUserControl(ITEM_INFO* boat)
int BoatUserControl(ITEM_INFO* boat)
{
/* Return whether to straighten up or not */
int no_turn = 1, max_speed;
@ -682,7 +682,7 @@ int __cdecl BoatUserControl(ITEM_INFO* boat)
return no_turn;
}
void __cdecl BoatAnimation(ITEM_INFO* boat, int collide)
void BoatAnimation(ITEM_INFO* boat, int collide)
{
BOAT_INFO* binfo;
@ -761,7 +761,7 @@ void __cdecl BoatAnimation(ITEM_INFO* boat, int collide)
}
}
void __cdecl BoatSplash(ITEM_INFO* item, long fallspeed, long water)
void BoatSplash(ITEM_INFO* item, long fallspeed, long water)
{
/*
splash_setup.x = item->pos.x_pos;
@ -790,7 +790,7 @@ void __cdecl BoatSplash(ITEM_INFO* item, long fallspeed, long water)
*/
}
void __cdecl InitialiseBoat(short itemNum)
void InitialiseBoat(short itemNum)
{
ITEM_INFO* boat;
BOAT_INFO* binfo;
@ -807,7 +807,7 @@ void __cdecl InitialiseBoat(short itemNum)
binfo->pitch = 0;
}
void __cdecl BoatCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll)
void BoatCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll)
{
/* This routine is only for when Lara is not on the boat and she would like to be */
int geton;
@ -868,7 +868,7 @@ void __cdecl BoatCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll)
g_LaraExtra.Vehicle = itemNum;
}
void __cdecl BoatControl(short itemNumber)
void BoatControl(short itemNumber)
{
ITEM_INFO* boat;
BOAT_INFO* binfo;

View file

@ -11,7 +11,7 @@
#include "..\Game\people.h"
#include "..\Game\Lara.h"
void __cdecl InitialiseDemigod(short itemNum)
void InitialiseDemigod(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -39,7 +39,7 @@ void __cdecl InitialiseDemigod(short itemNum)
}*/
}
void __cdecl DemigodControl(short itemNum)
void DemigodControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -511,7 +511,7 @@ void __cdecl DemigodControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl DemigodThrowEnergyAttack(PHD_3DPOS* pos, short roomNumber, int flags)
void DemigodThrowEnergyAttack(PHD_3DPOS* pos, short roomNumber, int flags)
{
short fxNum = CreateNewEffect(roomNumber);
if (fxNum != -1)
@ -547,7 +547,7 @@ void __cdecl DemigodThrowEnergyAttack(PHD_3DPOS* pos, short roomNumber, int flag
}
}
void __cdecl DemigodEnergyAttack(short itemNum)
void DemigodEnergyAttack(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -684,7 +684,7 @@ void __cdecl DemigodEnergyAttack(short itemNum)
}
}
void __cdecl DemigodHammerAttack(int x, int y, int z, int something)
void DemigodHammerAttack(int x, int y, int z, int something)
{
int angle = 2 * GetRandomControl();
int deltaAngle = 0x10000 / something;

View file

@ -80,7 +80,7 @@ void createBartoliLight(short ItemIndex, int type)
*/
}
short __cdecl dragonFire(int x, int y, int z, short speed, short yrot, short room_number)
short dragonFire(int x, int y, int z, short speed, short yrot, short room_number)
{
short fx_number = NO_ITEM;
/*
@ -107,7 +107,7 @@ short __cdecl dragonFire(int x, int y, int z, short speed, short yrot, short roo
return fx_number;
}
void __cdecl createExplosion(ITEM_INFO* item)
void createExplosion(ITEM_INFO* item)
{
ITEM_INFO* itemExplo;
short ExplIndex;
@ -180,7 +180,7 @@ void createDragonBone(short front_number)
}
}
void __cdecl DragonCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll)
void DragonCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll)
{
ITEM_INFO* item;
int c, s, rx, rz, shift, side_shift, angle;
@ -277,7 +277,7 @@ void __cdecl DragonCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll
ItemPushLara(item, laraitem, coll, 1, 0);
}
void __cdecl DragonControl(short backNum)
void DragonControl(short backNum)
{
ITEM_INFO* item, *back;
CREATURE_INFO* dragon;
@ -501,7 +501,7 @@ void __cdecl DragonControl(short backNum)
ItemNewRoom(backNum, item->roomNumber);
}
void __cdecl InitialiseBartoli(short itemNum)
void InitialiseBartoli(short itemNum)
{
ITEM_INFO* item, *back, *front;
short back_item, front_item;
@ -548,7 +548,7 @@ void __cdecl InitialiseBartoli(short itemNum)
}
}
void __cdecl BartoliControl(short itemNum)
void BartoliControl(short itemNum)
{
ITEM_INFO* item, *back, *front;
short front_item, back_item;

View file

@ -72,7 +72,7 @@ uchar rapids_fish_ranges[2][3] = {
{ 1 << 2,2 << 2,5 },
};*/
void __cdecl SetupShoal(int shoalNumber)
void SetupShoal(int shoalNumber)
{
//if (CurrentLevel == LV_JUNGLE)
//{
@ -125,7 +125,7 @@ void __cdecl SetupShoal(int shoalNumber)
}
void __cdecl SetupFish(int leader, ITEM_INFO* item)
void SetupFish(int leader, ITEM_INFO* item)
{
int fishXRange = LeaderInfo[leader].xRange;
int fishYRange = LeaderInfo[leader].yRange;

View file

@ -13,7 +13,7 @@
BITE_INFO flamerBite = { 0, 340, 64, 7 };
void __cdecl FlameThrowerControl(short itemNumber)
void FlameThrowerControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;
@ -323,7 +323,7 @@ void __cdecl FlameThrowerControl(short itemNumber)
CreatureAnimation(itemNumber, angle, 0);
}
short __cdecl TriggerFlameThrower(ITEM_INFO* item, BITE_INFO* bite, short speed)
short TriggerFlameThrower(ITEM_INFO* item, BITE_INFO* bite, short speed)
{
PHD_VECTOR pos1;
PHD_VECTOR pos2;
@ -389,7 +389,7 @@ short __cdecl TriggerFlameThrower(ITEM_INFO* item, BITE_INFO* bite, short speed)
return effectNumber;
}
void __cdecl TriggerFlamethrowerFlame(int x, int y, int z, int xv, int yv, int zv, int fxnum)
void TriggerFlamethrowerFlame(int x, int y, int z, int xv, int yv, int zv, int fxnum)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
@ -472,7 +472,7 @@ void __cdecl TriggerFlamethrowerFlame(int x, int y, int z, int xv, int yv, int z
spark->dSize = size >> 1;
}
void __cdecl TriggerPilotFlame(int itemnum)
void TriggerPilotFlame(int itemnum)
{
int dx = LaraItem->pos.xPos - Items[itemnum].pos.xPos;
int dz = LaraItem->pos.zPos - Items[itemnum].pos.zPos;

View file

@ -12,7 +12,7 @@
BITE_INFO guideBiteInfo1 = { 0, 20, 200, 18 };
BITE_INFO guideBiteInfo2 = { 30, 80, 50, 15 };
void __cdecl InitialiseGuide(short itemNum)
void InitialiseGuide(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -25,7 +25,7 @@ void __cdecl InitialiseGuide(short itemNum)
item->swapMeshFlags = 0x40000;
}
void __cdecl GuideControl(short itemNum)
void GuideControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];

View file

@ -19,7 +19,7 @@ BITE_INFO horsemanBite1 = { 0, 0, 0, 0x06 };
BITE_INFO horsemanBite2 = { 0, 0, 0, 0x0E };
BITE_INFO horsemanBite3 = { 0, 0, 0, 0x0A };
void __cdecl InitialiseHorse(short itemNum)
void InitialiseHorse(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
OBJECT_INFO* obj = &Objects[ID_HORSE];
@ -30,7 +30,7 @@ void __cdecl InitialiseHorse(short itemNum)
item->currentAnimState = 1;
}
void __cdecl InitialiseHorseman(short itemNum)
void InitialiseHorseman(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
OBJECT_INFO* obj = &Objects[ID_HORSEMAN];
@ -44,7 +44,7 @@ void __cdecl InitialiseHorseman(short itemNum)
item->itemFlags[0] = NO_ITEM; // No horse yet
}
void __cdecl HorsemanSparks(PHD_3DPOS* pos, int param1, int num)
void HorsemanSparks(PHD_3DPOS* pos, int param1, int num)
{
for (int i = 0; i < num; i++)
{
@ -119,7 +119,7 @@ void __cdecl HorsemanSparks(PHD_3DPOS* pos, int param1, int num)
}
}
void __cdecl HorsemanControl(short itemNum)
void HorsemanControl(short itemNum)
{
#ifdef OLD_CODE
if (!CreatureActive(itemNum))

View file

@ -12,7 +12,7 @@
#include "../Game/collide.h"
#include "../Game/draw.h"
void __cdecl InitialiseJeanYves(short itemNum)
void InitialiseJeanYves(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
OBJECT_INFO* obj = &Objects[item->objectNumber];
@ -24,7 +24,7 @@ void __cdecl InitialiseJeanYves(short itemNum)
}
void __cdecl JeanYvesControl(short itemNum)
void JeanYvesControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];

View file

@ -48,7 +48,7 @@ bool JeepNoGetOff;
extern LaraExtraInfo g_LaraExtra;
extern Inventory* g_Inventory;
int __cdecl TestJeepHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos)
int TestJeepHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos)
{
pos->y = item->pos.yPos - (dz * SIN(item->pos.xRot) >> W2V_SHIFT) + (dx * SIN(item->pos.zRot) >> W2V_SHIFT);
@ -67,7 +67,7 @@ int __cdecl TestJeepHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos)
return GetFloorHeight(floor, pos->x, pos->y, pos->z);
}
int __cdecl DoJeepShift(ITEM_INFO* jeep, PHD_VECTOR* pos, PHD_VECTOR* old)
int DoJeepShift(ITEM_INFO* jeep, PHD_VECTOR* pos, PHD_VECTOR* old)
{
int x = pos->x >> WALL_SHIFT;
int z = pos->z >> WALL_SHIFT;
@ -165,7 +165,7 @@ int __cdecl DoJeepShift(ITEM_INFO* jeep, PHD_VECTOR* pos, PHD_VECTOR* old)
return 0;
}
int __cdecl DoJeepDynamics(int height, int speed, int* y, int flags)
int DoJeepDynamics(int height, int speed, int* y, int flags)
{
int result = 0;
@ -217,7 +217,7 @@ int __cdecl DoJeepDynamics(int height, int speed, int* y, int flags)
return result;
}
int __cdecl JeepCanGetOff()
int JeepCanGetOff()
{
ITEM_INFO* item = &Items[g_LaraExtra.Vehicle];
@ -248,7 +248,7 @@ int __cdecl JeepCanGetOff()
return 1;
}
void __cdecl TriggerJeepExhaustSmoke(int x, int y, int z, short angle, short speed, int moving)
void TriggerJeepExhaustSmoke(int x, int y, int z, short angle, short speed, int moving)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
@ -312,7 +312,7 @@ void __cdecl TriggerJeepExhaustSmoke(int x, int y, int z, short angle, short spe
spark->size = spark->dSize >> 1;
}
void __cdecl InitialiseJeep(short itemNum)
void InitialiseJeep(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -336,7 +336,7 @@ void __cdecl InitialiseJeep(short itemNum)
item->meshBits = 114687;
}
int __cdecl JeepCheckGetOff()
int JeepCheckGetOff()
{
if (LaraItem->currentAnimState == 10)
{
@ -364,7 +364,7 @@ int __cdecl JeepCheckGetOff()
return true;
}
int __cdecl GetOnJeep(int itemNumber)
int GetOnJeep(int itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -460,7 +460,7 @@ int __cdecl GetOnJeep(int itemNumber)
return 0;
}
int __cdecl GetJeepCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p)
int GetJeepCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p)
{
p->x = item->pos.xPos - p->x;
p->z = item->pos.zPos - p->z;
@ -485,7 +485,7 @@ int __cdecl GetJeepCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p)
return 0;
}
void __cdecl JeepBaddieCollision(ITEM_INFO* jeep)
void JeepBaddieCollision(ITEM_INFO* jeep)
{
vector<short> roomsList;
short* door, numDoors;
@ -572,7 +572,7 @@ void __cdecl JeepBaddieCollision(ITEM_INFO* jeep)
}
}
void __cdecl JeepExplode(ITEM_INFO* item)
void JeepExplode(ITEM_INFO* item)
{
if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
@ -595,7 +595,7 @@ void __cdecl JeepExplode(ITEM_INFO* item)
g_LaraExtra.Vehicle = NO_ITEM;
}
int __cdecl JeepDynamics(ITEM_INFO* item)
int JeepDynamics(ITEM_INFO* item)
{
JEEP_INFO* jeep = (JEEP_INFO*)item->data;
@ -840,7 +840,7 @@ int __cdecl JeepDynamics(ITEM_INFO* item)
return collide;
}
int __cdecl JeepUserControl(ITEM_INFO* item, int height, int* pitch)
int JeepUserControl(ITEM_INFO* item, int height, int* pitch)
{
if (LaraItem->currentAnimState == 10 || LaraItem->goalAnimState == 10)
TrInput = 0;
@ -999,7 +999,7 @@ int __cdecl JeepUserControl(ITEM_INFO* item, int height, int* pitch)
return 1;
}
void __cdecl AnimateJeep(ITEM_INFO* item, int collide, int dead)
void AnimateJeep(ITEM_INFO* item, int collide, int dead)
{
JEEP_INFO* jeep = (JEEP_INFO*)item->data;
@ -1526,7 +1526,7 @@ void __cdecl AnimateJeep(ITEM_INFO* item, int collide, int dead)
}
}
void __cdecl JeepCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
void JeepCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
if (l->hitPoints > 0 && g_LaraExtra.Vehicle == NO_ITEM)
{

View file

@ -56,7 +56,7 @@ enum KAYAK_STATE {
KS_CLIMBOUTR,
};
void __cdecl DoKayakRipple(ITEM_INFO* v, short xoff, short zoff)
void DoKayakRipple(ITEM_INFO* v, short xoff, short zoff)
{
RIPPLE_STRUCT* r;
int s, c, x, z;
@ -78,7 +78,7 @@ void __cdecl DoKayakRipple(ITEM_INFO* v, short xoff, short zoff)
}
}
void __cdecl KayakSplash(ITEM_INFO* item, long fallspeed, long water)
void KayakSplash(ITEM_INFO* item, long fallspeed, long water)
{
/*
splash_setup.x = item->pos.x_pos;
@ -107,7 +107,7 @@ void __cdecl KayakSplash(ITEM_INFO* item, long fallspeed, long water)
*/
}
void __cdecl TriggerRapidsMist(long x, long y, long z)
void TriggerRapidsMist(long x, long y, long z)
{
/*
SPARKS* sptr;
@ -157,7 +157,7 @@ void __cdecl TriggerRapidsMist(long x, long y, long z)
*/
}
int __cdecl GetInKayak(short item_number, COLL_INFO* coll)
int GetInKayak(short item_number, COLL_INFO* coll)
{
int dist;
int x, z;
@ -211,7 +211,7 @@ int __cdecl GetInKayak(short item_number, COLL_INFO* coll)
return 0;
}
int __cdecl GetKayakCollisionAnim(ITEM_INFO* v, int xdiff, int zdiff)
int GetKayakCollisionAnim(ITEM_INFO* v, int xdiff, int zdiff)
{
xdiff = v->pos.xPos - xdiff;
zdiff = v->pos.zPos - zdiff;
@ -246,7 +246,7 @@ int __cdecl GetKayakCollisionAnim(ITEM_INFO* v, int xdiff, int zdiff)
return 0;
}
int __cdecl DoKayakDynamics(int height, int fallspeed, int* y)
int DoKayakDynamics(int height, int fallspeed, int* y)
{
int kick;
@ -280,7 +280,7 @@ int __cdecl DoKayakDynamics(int height, int fallspeed, int* y)
return fallspeed;
}
void __cdecl DoKayakCurrent(ITEM_INFO* item)
void DoKayakCurrent(ITEM_INFO* item)
{
ROOM_INFO* r;
PHD_VECTOR target;
@ -347,7 +347,7 @@ void __cdecl DoKayakCurrent(ITEM_INFO* item)
Lara.currentActive = 0;
}
int __cdecl TestKayakHeight(ITEM_INFO* item, int x, int z, PHD_VECTOR* pos)
int TestKayakHeight(ITEM_INFO* item, int x, int z, PHD_VECTOR* pos)
{
int h;
FLOOR_INFO* floor;
@ -377,7 +377,7 @@ int __cdecl TestKayakHeight(ITEM_INFO* item, int x, int z, PHD_VECTOR* pos)
return h - 5;
}
int __cdecl CanKayakGetOut(ITEM_INFO* kayak, int direction)
int CanKayakGetOut(ITEM_INFO* kayak, int direction)
{
int height;
PHD_VECTOR pos;
@ -390,7 +390,7 @@ int __cdecl CanKayakGetOut(ITEM_INFO* kayak, int direction)
return 1;
}
int __cdecl DoKayakShift(ITEM_INFO* v, PHD_VECTOR* pos, PHD_VECTOR* old)
int DoKayakShift(ITEM_INFO* v, PHD_VECTOR* pos, PHD_VECTOR* old)
{
int x, z;
int x_old, z_old;
@ -512,7 +512,7 @@ int __cdecl DoKayakShift(ITEM_INFO* v, PHD_VECTOR* pos, PHD_VECTOR* old)
return 0;
}
void __cdecl KayakToBackground(ITEM_INFO* kayak, KAYAK_INFO* kinfo)
void KayakToBackground(ITEM_INFO* kayak, KAYAK_INFO* kinfo)
{
int h, slip = 0, rot = 0;
PHD_VECTOR pos;
@ -671,7 +671,7 @@ void __cdecl KayakToBackground(ITEM_INFO* kayak, KAYAK_INFO* kinfo)
}
}
void __cdecl KayakUserInput(ITEM_INFO* kayak, ITEM_INFO* lara, KAYAK_INFO* kinfo)
void KayakUserInput(ITEM_INFO* kayak, ITEM_INFO* lara, KAYAK_INFO* kinfo)
{
short frame;
char lr;
@ -1063,7 +1063,7 @@ void __cdecl KayakUserInput(ITEM_INFO* kayak, ITEM_INFO* lara, KAYAK_INFO* kinfo
}
}
void __cdecl KayakToBaddieCollision(ITEM_INFO* kayak)
void KayakToBaddieCollision(ITEM_INFO* kayak)
{
#define TARGET_DIST (WALL_SIZE*2) // Up to this Distance more Complicated checks are made
vector<short> roomsList;
@ -1143,7 +1143,7 @@ void __cdecl KayakToBaddieCollision(ITEM_INFO* kayak)
#undef TARGET_DIST
}
void __cdecl LaraRapidsDrown()
void LaraRapidsDrown()
{
ITEM_INFO* l = LaraItem;
@ -1164,7 +1164,7 @@ void __cdecl LaraRapidsDrown()
Lara.hitDirection = -1;
}
void __cdecl InitialiseKayak(short item_number)
void InitialiseKayak(short item_number)
{
int i;
ITEM_INFO* v;
@ -1182,14 +1182,14 @@ void __cdecl InitialiseKayak(short item_number)
Kayak->OldPos = v->pos;
}
void __cdecl DrawKayak(ITEM_INFO* kayak)
void DrawKayak(ITEM_INFO* kayak)
{
kayak->pos.yPos += KAYAK_DRAW_SHIFT;
DrawAnimatingItem(kayak);
kayak->pos.yPos -= KAYAK_DRAW_SHIFT;
}
void __cdecl KayakCollision(short item_number, ITEM_INFO* l, COLL_INFO* coll)
void KayakCollision(short item_number, ITEM_INFO* l, COLL_INFO* coll)
{
int geton;
@ -1247,7 +1247,7 @@ void __cdecl KayakCollision(short item_number, ITEM_INFO* l, COLL_INFO* coll)
}
}
int __cdecl KayakControl()
int KayakControl()
{
int h;
KAYAK_INFO* Kayak;

View file

@ -8,7 +8,7 @@
BITE_INFO knifeLeft = { 0, 0, 0, 5 };
BITE_INFO knifeRight = { 0, 0, 0, 8 };
void __cdecl KnifeControl(short fxNum)
void KnifeControl(short fxNum)
{
FX_INFO* fx;
int speed;
@ -64,13 +64,13 @@ void __cdecl KnifeControl(short fxNum)
fx->speed = LaraItem->speed;
fx->frameNumber = fx->counter = 0;
SoundEffect(SFX_HIT_BY_KNIFE_ID317, &fx->pos, 0); // knife hit lara sound
SoundEffect(SFX_TR2_HIT_BY_KNIFE_ID317, &fx->pos, 0); // knife hit lara sound
DoBloodSplat(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, 80, fx->pos.yRot, fx->roomNumber);
KillEffect(fxNum);
}
}
short __cdecl ThrowKnife(int x, int y, int z, short speed, short yrot, short room_number)
short ThrowKnife(int x, int y, int z, short speed, short yrot, short room_number)
{
short fx_number = 0;
/*
@ -96,7 +96,7 @@ short __cdecl ThrowKnife(int x, int y, int z, short speed, short yrot, short roo
return fx_number;
}
void __cdecl KnifethrowerControl(short itemNum)
void KnifethrowerControl(short itemNum)
{
ITEM_INFO* item;
CREATURE_INFO* knife;

View file

@ -12,7 +12,7 @@
BITE_INFO knightTemplarBite = { 0, 0, 0, 11 };
void __cdecl InitialiseKnightTemplar(short itemNum)
void InitialiseKnightTemplar(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -25,7 +25,7 @@ void __cdecl InitialiseKnightTemplar(short itemNum)
item->meshBits &= 0xF7FF;
}
void __cdecl KnightTemplarControl(short itemNum)
void KnightTemplarControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -5,7 +5,7 @@
BITE_INFO mercUziBite = { 0, 150, 19, 17 };
BITE_INFO mercAutoPistolBite = { 0, 230, 9, 17 };
void __cdecl MercenaryUziControl(short itemNum)
void MercenaryUziControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -194,7 +194,7 @@ void __cdecl MercenaryUziControl(short itemNum)
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl MercenaryAutoPistolControl(short itemNum)
void MercenaryAutoPistolControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -707,7 +707,7 @@ static void DoUserInput(ITEM_INFO* v, ITEM_INFO* l, CART_INFO* cart)
if ((fh > -STEP_SIZE) && (fh < STEP_SIZE))
{
if ((Wibble & 7) == 0)
SoundEffect(SFX_MINECART_HIT_ID202, &v->pos, 2);
SoundEffect(SFX_TR3_MINECART_HIT_ID202, &v->pos, 2);
v->pos.xPos += (TURN_DEATH_VEL * SIN(v->pos.yRot)) >> W2V_SHIFT;
v->pos.zPos += (TURN_DEATH_VEL * COS(v->pos.yRot)) >> W2V_SHIFT;

View file

@ -15,12 +15,12 @@ short SarcophagusBounds[12] = {
};
PHD_VECTOR SarcophagusPosition = { 0x00000000, 0x00000000, 0xFFFFFED4 };
void __cdecl InitialiseSarcophagus(short itemNum)
void InitialiseSarcophagus(short itemNum)
{
}
void __cdecl SarcophagusCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void SarcophagusCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -88,12 +88,12 @@ void __cdecl SarcophagusCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl InitialiseLaraDouble(short itemNum)
void InitialiseLaraDouble(short itemNum)
{
ClearItem(itemNum);
}
void __cdecl LaraDoubleControl(short itemNum)
void LaraDoubleControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];

View file

@ -6,7 +6,7 @@ BITE_INFO monk_hit = { -23,16,265, 14 };
extern bool MonksAttackLara;
void __cdecl MonkControl(short itemNum)
void MonkControl(short itemNum)
{
ITEM_INFO* item, * enemy;
CREATURE_INFO* monk;
@ -208,7 +208,7 @@ void __cdecl MonkControl(short itemNum)
LaraItem->hitStatus = true;
monk->flags |= 0x1000;
SoundEffect(SFX_MONK_HIT_TARGET_ID245, &item->pos, 0);
SoundEffect(SFX_TR2_MONK_HIT_TARGET_ID245, &item->pos, 0);
CreatureEffect(item, &monk_hit, DoBloodSplat);
}
}
@ -224,7 +224,7 @@ void __cdecl MonkControl(short itemNum)
enemy->hitStatus = true;
monk->flags |= 0x1000;
SoundEffect(SFX_MONK_HIT_TARGET_ID245, &item->pos, 0);
SoundEffect(SFX_TR2_MONK_HIT_TARGET_ID245, &item->pos, 0);
}
}
}

View file

@ -37,7 +37,7 @@ enum MPGUN_STATES {
BITE_INFO mpgunBite = { 0, 160, 40, 13 };
void __cdecl MPGunControl(short itemNumber)
void MPGunControl(short itemNumber)
{
if (!CreatureActive(itemNumber))
return;

View file

@ -12,7 +12,7 @@
BITE_INFO mummyBite1 = { 0, 0, 0, 11 };
BITE_INFO mummyBite2 = { 0, 0, 0, 14 };
void __cdecl InitialiseMummy(short itemNum)
void InitialiseMummy(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -35,7 +35,7 @@ void __cdecl InitialiseMummy(short itemNum)
}
}
void __cdecl MummyControl(short itemNum)
void MummyControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -139,249 +139,254 @@ typedef struct BOSS_STRUCT
PHD_VECTOR BeamTarget;
};
void __cdecl ClampRotation(PHD_3DPOS *pos, short angle, short rot);
void ClampRotation(PHD_3DPOS *pos, short angle, short rot);
// TR1 objects
void __cdecl InitialiseWolf(short itemNum);
void __cdecl WolfControl(short itemNum);
void __cdecl BearControl(short itemNum);
void __cdecl ApeControl(short itemNum);
void InitialiseWolf(short itemNum);
void WolfControl(short itemNum);
void BearControl(short itemNum);
void ApeControl(short itemNum);
// TR2 objects
void __cdecl BarracudaControl(short itemNum);
void __cdecl SharkControl(short itemNum);
void __cdecl InitialiseSpinningBlade(short itemNum);
void __cdecl SpinningBlade(short itemNum);
void __cdecl InitialiseKillerStatue(short itemNum);
void __cdecl KillerStatueControl(short itemNum);
void __cdecl SpringBoardControl(short itemNum);
void __cdecl RatControl(short itemNum);
void __cdecl SilencerControl(short itemNum);
void __cdecl InitialiseYeti(short itemNum);
void __cdecl YetiControl(short itemNum);
void __cdecl WorkerShotgunControl(short itemNum);
void __cdecl InitialiseWorkerShotgun(short itemNum);
void __cdecl WorkerMachineGunControl(short itemNum);
void __cdecl InitialiseWorkerMachineGun(short itemNum);
void __cdecl SmallSpiderControl(short itemNum);
void __cdecl BigSpiderControl(short itemNum);
void __cdecl WorkerDualGunControl(short itemNum);
void __cdecl BirdMonsterControl(short itemNum);
void __cdecl WorkerFlamethrower(short itemNum);
void __cdecl InitialiseWorkerFlamethrower(short itemNum);
void __cdecl KnifethrowerControl(short itemNum);
void __cdecl KnifeControl(short fxNum);
void __cdecl MercenaryUziControl(short itemNum);
void __cdecl MercenaryAutoPistolControl(short itemNum);
void __cdecl MonkControl(short itemNum);
void __cdecl DrawStatue(ITEM_INFO* item); // compatible with all statue :)
void __cdecl InitialiseSwordGuardian(short itemNum);
void __cdecl SwordGuardianFly(ITEM_INFO* item); // only effect to fly
void __cdecl SwordGuardianControl(short itemNum);
void __cdecl InitialiseSpearGuardian(short itemNum);
void __cdecl SpearGuardianControl(short itemNum);
void __cdecl DragonCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
void __cdecl DragonControl(short backNum);
void __cdecl InitialiseBartoli(short itemNum);
void __cdecl BartoliControl(short itemNum);
void __cdecl InitialiseSkidman(short itemNum);
void __cdecl SkidManCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
void __cdecl SkidManControl(short riderNum);
void BarracudaControl(short itemNum);
void SharkControl(short itemNum);
void InitialiseSpinningBlade(short itemNum);
void SpinningBlade(short itemNum);
void InitialiseKillerStatue(short itemNum);
void KillerStatueControl(short itemNum);
void SpringBoardControl(short itemNum);
void RatControl(short itemNum);
void SilencerControl(short itemNum);
void InitialiseYeti(short itemNum);
void YetiControl(short itemNum);
void WorkerShotgunControl(short itemNum);
void InitialiseWorkerShotgun(short itemNum);
void WorkerMachineGunControl(short itemNum);
void InitialiseWorkerMachineGun(short itemNum);
void SmallSpiderControl(short itemNum);
void BigSpiderControl(short itemNum);
void WorkerDualGunControl(short itemNum);
void BirdMonsterControl(short itemNum);
void WorkerFlamethrower(short itemNum);
void InitialiseWorkerFlamethrower(short itemNum);
void KnifethrowerControl(short itemNum);
void KnifeControl(short fxNum);
void MercenaryUziControl(short itemNum);
void MercenaryAutoPistolControl(short itemNum);
void MonkControl(short itemNum);
void DrawStatue(ITEM_INFO* item); // compatible with all statue :)
void InitialiseSwordGuardian(short itemNum);
void SwordGuardianFly(ITEM_INFO* item); // only effect to fly
void SwordGuardianControl(short itemNum);
void InitialiseSpearGuardian(short itemNum);
void SpearGuardianControl(short itemNum);
void DragonCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
void DragonControl(short backNum);
void InitialiseBartoli(short itemNum);
void BartoliControl(short itemNum);
void InitialiseSkidman(short itemNum);
void SkidManCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
void SkidManControl(short riderNum);
// TR3 objects
void __cdecl TigerControl(short itemNum);
void __cdecl InitialiseCobra(short itemNum);
void __cdecl CobraControl(short itemNum);
void __cdecl RaptorControl(short itemNum);
int __cdecl GetWaterSurface(int x, int y, int z, short roomNumber);
void __cdecl ShootHarpoon(ITEM_INFO* frogman, int x, int y, int z, short speed, short yRot, short roomNumber);
void __cdecl HarpoonControl(short itemNum);
void __cdecl ScubaControl(short itemNumber);
void __cdecl InitialiseEagle(short itemNum);
void __cdecl EagleControl(short itemNum);
void __cdecl TribemanAxeControl(short itemNum);
void __cdecl TribesmanShotDart(ITEM_INFO* item);
void __cdecl TribesmanDartsControl(short itemNum);
void __cdecl ControlSpikyWall(short itemNum);
void __cdecl LaraTyrannosaurDeath(ITEM_INFO* item);
void __cdecl TyrannosaurControl(short itemNum);
void __cdecl TriggerFlamethrowerFlame(int x, int y, int z, int xv, int yv, int zv, int fxnum);
void __cdecl TriggerPilotFlame(int itemnum);
short __cdecl TriggerFlameThrower(ITEM_INFO* item, BITE_INFO* bite, short speed);
void __cdecl FlameThrowerControl(short itemNumber);
void __cdecl ControlSpikyCeiling(short itemNumber);
void __cdecl InitialiseMonkey(short itemNumber);
void __cdecl MonkeyControl(short itemNumber);
void __cdecl MPGunControl(short itemNumber);
void TigerControl(short itemNum);
void InitialiseCobra(short itemNum);
void CobraControl(short itemNum);
void RaptorControl(short itemNum);
int GetWaterSurface(int x, int y, int z, short roomNumber);
void ShootHarpoon(ITEM_INFO* frogman, int x, int y, int z, short speed, short yRot, short roomNumber);
void HarpoonControl(short itemNum);
void ScubaControl(short itemNumber);
void InitialiseEagle(short itemNum);
void EagleControl(short itemNum);
void TribemanAxeControl(short itemNum);
void TribesmanShotDart(ITEM_INFO* item);
void TribesmanDartsControl(short itemNum);
void ControlSpikyWall(short itemNum);
void LaraTyrannosaurDeath(ITEM_INFO* item);
void TyrannosaurControl(short itemNum);
void TriggerFlamethrowerFlame(int x, int y, int z, int xv, int yv, int zv, int fxnum);
void TriggerPilotFlame(int itemnum);
short TriggerFlameThrower(ITEM_INFO* item, BITE_INFO* bite, short speed);
void FlameThrowerControl(short itemNumber);
void ControlSpikyCeiling(short itemNumber);
void InitialiseMonkey(short itemNumber);
void MonkeyControl(short itemNumber);
void MPGunControl(short itemNumber);
void InitialiseMPStick(short itemNumber);
void MPStickControl(short itemNumber);
void __cdecl SetupShoal(int shoalNumber);
void __cdecl SetupFish(int leader, ITEM_INFO* item);
void SetupShoal(int shoalNumber);
void SetupFish(int leader, ITEM_INFO* item);
void ControlFish(short itemNumber);
bool FishNearLara(PHD_3DPOS* pos, int distance, ITEM_INFO* item);
void __cdecl InitialiseTony(short itemNum);
void __cdecl TonyControl(short itemNum);
void __cdecl DrawTony(ITEM_INFO* item);
void __cdecl TonyFireBallControl(short fxNumber);
void __cdecl InitialiseShiva(short itemNum);
void __cdecl ShivaControl(short itemNum);
void InitialiseTony(short itemNum);
void TonyControl(short itemNum);
void DrawTony(ITEM_INFO* item);
void TonyFireBallControl(short fxNumber);
void InitialiseShiva(short itemNum);
void ShivaControl(short itemNum);
void ControlLaserBolts(short item_number);
void ControlLondBossPlasmaBall(short fx_number);
void InitialiseLondonBoss(short item_number);
void LondonBossControl(short item_number);
void S_DrawLondonBoss(ITEM_INFO* item);
// TR4 object
void __cdecl InitialiseWildBoar(short itemNum);
void __cdecl WildBoarControl(short itemNum);
void __cdecl InitialiseSmallScorpion(short itemNum);
void __cdecl SmallScorpionControl(short itemNum);
void __cdecl InitialiseBat(short itemNum);
void __cdecl BatControl(short itemNum);
void __cdecl InitialiseBaddy(short itemNum);
void __cdecl BaddyControl(short itemNum);
void __cdecl InitialiseSas(short itemNum);
void __cdecl SasControl(short itemNum);
void __cdecl InitialiseMummy(short itemNum);
void __cdecl MummyControl(short itemNum);
void __cdecl InitialiseSkeleton(short itemNum);
void __cdecl SkeletonControl(short itemNum);
void __cdecl WakeUpSkeleton(ITEM_INFO* item);
void __cdecl FourBladesControl(short itemNum);
void __cdecl BirdBladeControl(short itemNum);
void __cdecl CatwalkBlaldeControl(short itemNum);
void __cdecl PlinthBladeControl(short itemNum);
void __cdecl InitialiseSethBlade(short itemNum);
void __cdecl SethBladeControl(short itemNum);
void __cdecl ChainControl(short itemNum);
void __cdecl PloughControl(short itemNum);
void __cdecl CogControl(short itemNum);
void __cdecl SpikeballControl(short itemNum);
void __cdecl InitialiseKnightTemplar(short itemNum);
void __cdecl KnightTemplarControl(short itemNum);
void __cdecl StargateControl(short itemNum);
void __cdecl StargateCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void __cdecl InitialiseSlicerDicer(short itemNum);
void __cdecl SlicerDicerControl(short itemNum);
void __cdecl BladeCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void __cdecl SarcophagusCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void __cdecl InitialiseScorpion(short itemNum);
void __cdecl ScorpionControl(short itemNum);
void __cdecl InitialiseLaraDouble(short itemNum);
void __cdecl LaraDoubleControl(short itemNum);
void __cdecl InitialiseDemigod(short itemNum);
void __cdecl DemigodControl(short itemNum);
void __cdecl DemigodThrowEnergyAttack(PHD_3DPOS* pos, short roomNumber, int something);
void __cdecl DemigodEnergyAttack(short itemNum);
void __cdecl DemigodHammerAttack(int x, int y, int z, int something);
void __cdecl InitialiseMine(short itemNum);
void __cdecl MineControl(short itemNum);
void __cdecl MineCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void __cdecl InitialiseSentryGun(short itemNum);
void __cdecl SentryGunControl(short itemNum);
void __cdecl SentryGunThrowFire(ITEM_INFO* item);
void __cdecl InitialiseJeanYves(short itemNum);
void __cdecl JeanYvesControl(short itemNum);
void __cdecl ScalesControl(short itemNum);
void __cdecl ScalesCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
int __cdecl RespawnAhmet(short itemNum);
void __cdecl InitialiseLittleBeetle(short itemNum);
void __cdecl LittleBeetleControl(short itemNum);
void __cdecl InitialiseTroops(short itemNum);
void __cdecl TroopsControl(short itemNum);
void __cdecl InitialiseHarpy(short itemNum);
void __cdecl HarpyControl(short itemNum);
void __cdecl HarpyBubbles(PHD_3DPOS* pos, short roomNumber, int count);
void __cdecl HarpyAttack(ITEM_INFO* item, short itemNum);
void __cdecl HarpySparks1(short itemNum, byte num, int size);
void __cdecl HarpySparks2(int x, int y, int z, int xv, int yv, int zv);
void __cdecl InitialiseGuide(short itemNum);
void __cdecl GuideControl(short itemNum);
void __cdecl InitialiseCrocodile(short itemNum);
void __cdecl CrocodileControl(short itemNum);
void __cdecl InitialiseSphinx(short itemNum);
void __cdecl SphinxControl(short itemNum);
void __cdecl InitialiseBurningFloor(short itemNum);
void __cdecl BurningFloorControl(short itemNum);
void __cdecl InitialiseHorse(short itemNum);
void __cdecl InitialiseHorseman(short itemNum);
void __cdecl HorsemanControl(short itemNum);
void __cdecl HorsemanSparks(PHD_3DPOS* pos, int param1, int num);
void __cdecl BubblesControl(short fxNum);
int __cdecl BubblesShatterFunction(FX_INFO* fx, int param1, int param2);
void __cdecl BubblesEffect1(short fxNum, short xVel, short yVel, short zVel);
void __cdecl BubblesEffect2(short fxNum, short xVel, short yVel, short zVel);
void __cdecl BubblesEffect3(short fxNum, short xVel, short yVel, short zVel);
void __cdecl BubblesEffect4(short fxNum, short xVel, short yVel, short zVel);
void InitialiseWildBoar(short itemNum);
void WildBoarControl(short itemNum);
void InitialiseSmallScorpion(short itemNum);
void SmallScorpionControl(short itemNum);
void InitialiseBat(short itemNum);
void BatControl(short itemNum);
void InitialiseBaddy(short itemNum);
void BaddyControl(short itemNum);
void InitialiseSas(short itemNum);
void SasControl(short itemNum);
void InitialiseMummy(short itemNum);
void MummyControl(short itemNum);
void InitialiseSkeleton(short itemNum);
void SkeletonControl(short itemNum);
void WakeUpSkeleton(ITEM_INFO* item);
void FourBladesControl(short itemNum);
void BirdBladeControl(short itemNum);
void CatwalkBlaldeControl(short itemNum);
void PlinthBladeControl(short itemNum);
void InitialiseSethBlade(short itemNum);
void SethBladeControl(short itemNum);
void ChainControl(short itemNum);
void PloughControl(short itemNum);
void CogControl(short itemNum);
void SpikeballControl(short itemNum);
void InitialiseKnightTemplar(short itemNum);
void KnightTemplarControl(short itemNum);
void StargateControl(short itemNum);
void StargateCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void InitialiseSlicerDicer(short itemNum);
void SlicerDicerControl(short itemNum);
void BladeCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void SarcophagusCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void InitialiseScorpion(short itemNum);
void ScorpionControl(short itemNum);
void InitialiseLaraDouble(short itemNum);
void LaraDoubleControl(short itemNum);
void InitialiseDemigod(short itemNum);
void DemigodControl(short itemNum);
void DemigodThrowEnergyAttack(PHD_3DPOS* pos, short roomNumber, int something);
void DemigodEnergyAttack(short itemNum);
void DemigodHammerAttack(int x, int y, int z, int something);
void InitialiseMine(short itemNum);
void MineControl(short itemNum);
void MineCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
void InitialiseSentryGun(short itemNum);
void SentryGunControl(short itemNum);
void SentryGunThrowFire(ITEM_INFO* item);
void InitialiseJeanYves(short itemNum);
void JeanYvesControl(short itemNum);
void ScalesControl(short itemNum);
void ScalesCollision(short itemNum, ITEM_INFO* item, COLL_INFO* coll);
int RespawnAhmet(short itemNum);
void InitialiseLittleBeetle(short itemNum);
void LittleBeetleControl(short itemNum);
void InitialiseTroops(short itemNum);
void TroopsControl(short itemNum);
void InitialiseHarpy(short itemNum);
void HarpyControl(short itemNum);
void HarpyBubbles(PHD_3DPOS* pos, short roomNumber, int count);
void HarpyAttack(ITEM_INFO* item, short itemNum);
void HarpySparks1(short itemNum, byte num, int size);
void HarpySparks2(int x, int y, int z, int xv, int yv, int zv);
void InitialiseGuide(short itemNum);
void GuideControl(short itemNum);
void InitialiseCrocodile(short itemNum);
void CrocodileControl(short itemNum);
void InitialiseSphinx(short itemNum);
void SphinxControl(short itemNum);
void InitialiseBurningFloor(short itemNum);
void BurningFloorControl(short itemNum);
void InitialiseHorse(short itemNum);
void InitialiseHorseman(short itemNum);
void HorsemanControl(short itemNum);
void HorsemanSparks(PHD_3DPOS* pos, int param1, int num);
void BubblesControl(short fxNum);
int BubblesShatterFunction(FX_INFO* fx, int param1, int param2);
void BubblesEffect1(short fxNum, short xVel, short yVel, short zVel);
void BubblesEffect2(short fxNum, short xVel, short yVel, short zVel);
void BubblesEffect3(short fxNum, short xVel, short yVel, short zVel);
void BubblesEffect4(short fxNum, short xVel, short yVel, short zVel);
/* Vehicles: */
// TODO: the boat is bugged, need to be fixed !
void __cdecl InitialiseBoat(short itemNum);
void __cdecl BoatCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll);
void __cdecl BoatControl(short itemNumber);
void InitialiseBoat(short itemNum);
void BoatCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll);
void BoatControl(short itemNumber);
void __cdecl InitialiseSkidoo(short itemNum);
void __cdecl SkidooCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll);
int __cdecl SkidooControl();
void __cdecl DrawSkidoo(ITEM_INFO* item);
void InitialiseSkidoo(short itemNum);
void SkidooCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll);
int SkidooControl();
void DrawSkidoo(ITEM_INFO* item);
void __cdecl QuadbikeExplode(ITEM_INFO* item);
int __cdecl CanQuadbikeGetOff(int direction);
int __cdecl QuadCheckGetOff();
void QuadbikeExplode(ITEM_INFO* item);
int CanQuadbikeGetOff(int direction);
int QuadCheckGetOff();
int GetOnQuadBike(short itemNumber, COLL_INFO* coll);
void __cdecl QuadBaddieCollision(ITEM_INFO* quad);
int __cdecl GetQuadCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p);
int __cdecl TestQuadHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos);
int __cdecl DoQuadShift(ITEM_INFO* quad, PHD_VECTOR* pos, PHD_VECTOR* old);
int __cdecl DoQuadDynamics(int height, int fallspeed, int* y);
int __cdecl QuadDynamics(ITEM_INFO* item);
void __cdecl AnimateQuadBike(ITEM_INFO* item, int collide, int dead);
int __cdecl QuadUserControl(ITEM_INFO* item, int height, int* pitch);
void __cdecl TriggerQuadExhaustSmoke(int x, int y, int z, short angle, int speed, int moving);
void __cdecl InitialiseQuadBike(short itemNumber);
void __cdecl QuadBikeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
int __cdecl QuadBikeControl();
void QuadBaddieCollision(ITEM_INFO* quad);
int GetQuadCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p);
int TestQuadHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos);
int DoQuadShift(ITEM_INFO* quad, PHD_VECTOR* pos, PHD_VECTOR* old);
int DoQuadDynamics(int height, int fallspeed, int* y);
int QuadDynamics(ITEM_INFO* item);
void AnimateQuadBike(ITEM_INFO* item, int collide, int dead);
int QuadUserControl(ITEM_INFO* item, int height, int* pitch);
void TriggerQuadExhaustSmoke(int x, int y, int z, short angle, int speed, int moving);
void InitialiseQuadBike(short itemNumber);
void QuadBikeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
int QuadBikeControl();
// TODO: the kayak is bugged, need to be fixed !
void __cdecl InitialiseKayak(short item_number);
void __cdecl DrawKayak(ITEM_INFO* kayak);
void __cdecl KayakCollision(short item_number, ITEM_INFO* l, COLL_INFO* coll);
int __cdecl KayakControl();
void InitialiseKayak(short item_number);
void DrawKayak(ITEM_INFO* kayak);
void KayakCollision(short item_number, ITEM_INFO* l, COLL_INFO* coll);
int KayakControl();
/// Underwater Propeller
void __cdecl SubInitialise(short itemNum);
void __cdecl SubCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
int __cdecl SubControl();
void SubInitialise(short itemNum);
void SubCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
int SubControl();
void InitialiseMineCart(short itemNum);
void MineCartCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
int MineCartControl();
int __cdecl TestJeepHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos);
int __cdecl DoJeepShift(ITEM_INFO* jeep, PHD_VECTOR* pos, PHD_VECTOR* old);
int __cdecl DoJeepDynamics(int height, int speed, int* y, int flags);
int __cdecl JeepCanGetOff();
void __cdecl TriggerJeepExhaustSmoke(int x, int y, int z, short angle, short speed, int moving);
int __cdecl JeepCheckGetOff();
int __cdecl GetOnJeep(int itemNumber);
int __cdecl GetJeepCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p);
void __cdecl JeepBaddieCollision(ITEM_INFO* jeep);
void __cdecl JeepExplode(ITEM_INFO* item);
int __cdecl JeepDynamics(ITEM_INFO* item);
int __cdecl JeepUserControl(ITEM_INFO* item, int height, int* pitch);
void __cdecl AnimateJeep(ITEM_INFO* item, int collide, int dead);
void __cdecl InitialiseJeep(short itemNum);
int __cdecl JeepControl();
void __cdecl JeepCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
int TestJeepHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos);
int DoJeepShift(ITEM_INFO* jeep, PHD_VECTOR* pos, PHD_VECTOR* old);
int DoJeepDynamics(int height, int speed, int* y, int flags);
int JeepCanGetOff();
void TriggerJeepExhaustSmoke(int x, int y, int z, short angle, short speed, int moving);
int JeepCheckGetOff();
int GetOnJeep(int itemNumber);
int GetJeepCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p);
void JeepBaddieCollision(ITEM_INFO* jeep);
void JeepExplode(ITEM_INFO* item);
int JeepDynamics(ITEM_INFO* item);
int JeepUserControl(ITEM_INFO* item, int height, int* pitch);
void AnimateJeep(ITEM_INFO* item, int collide, int dead);
void InitialiseJeep(short itemNum);
int JeepControl();
void JeepCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
void __cdecl InitialiseMotorbike(short itemNum);
int __cdecl MotorbikeControl();
int __cdecl MotorbikeCheckGetOff();
int __cdecl MotorbikeDynamics(ITEM_INFO* item);
int __cdecl MotorbikeUserControl(ITEM_INFO* item, int height, int* pitch);
void __cdecl AnimateMotorbike(ITEM_INFO* item, int collide, int dead);
void __cdecl MotorbikeExplode(ITEM_INFO* item);
int __cdecl MotorbikeCanGetOff();
int __cdecl DoMotorbikeDynamics(int height, int speed, int* y, int flags);
void __cdecl TriggerMotorbikeExhaustSmoke(int x, int y, int z, short angle, short speed, int moving);
int __cdecl GetOnMotorbike(int itemNumber);
void __cdecl MotorbikeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
int __cdecl GetOnMotorbike(int itemNumber);
int __cdecl GetMotorbikeCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p);
void __cdecl MotorbikeBaddieCollision(ITEM_INFO* jeep);
void InitialiseMotorbike(short itemNum);
int MotorbikeControl();
int MotorbikeCheckGetOff();
int MotorbikeDynamics(ITEM_INFO* item);
int MotorbikeUserControl(ITEM_INFO* item, int height, int* pitch);
void AnimateMotorbike(ITEM_INFO* item, int collide, int dead);
void MotorbikeExplode(ITEM_INFO* item);
int MotorbikeCanGetOff();
int DoMotorbikeDynamics(int height, int speed, int* y, int flags);
void TriggerMotorbikeExhaustSmoke(int x, int y, int z, short angle, short speed, int moving);
int GetOnMotorbike(int itemNumber);
void MotorbikeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
int GetOnMotorbike(int itemNumber);
int GetMotorbikeCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p);
void MotorbikeBaddieCollision(ITEM_INFO* jeep);

View file

@ -17,7 +17,7 @@ short ScalesBounds[12] = {
0xF8E4, 0x071C, 0xEAAC, 0x1554, 0xF8E4, 0x071C
};
void __cdecl ScalesControl(short itemNum)
void ScalesControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -83,7 +83,7 @@ void __cdecl ScalesControl(short itemNum)
AnimateItem(item);
}
void __cdecl ScalesCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void ScalesCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -185,7 +185,7 @@ void __cdecl ScalesCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
int __cdecl RespawnAhmet(short itemNum)
int RespawnAhmet(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];

View file

@ -143,7 +143,7 @@ bool QuadNoGetOff;
extern LaraExtraInfo g_LaraExtra;
void __cdecl QuadbikeExplode(ITEM_INFO* item)
void QuadbikeExplode(ITEM_INFO* item)
{
if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
TriggerUnderwaterExplosion(item);
@ -164,7 +164,7 @@ void __cdecl QuadbikeExplode(ITEM_INFO* item)
g_LaraExtra.Vehicle = NO_ITEM;
}
int __cdecl CanQuadbikeGetOff(int direction)
int CanQuadbikeGetOff(int direction)
{
short angle;
@ -197,7 +197,7 @@ int __cdecl CanQuadbikeGetOff(int direction)
return true;
}
int __cdecl QuadCheckGetOff()
int QuadCheckGetOff()
{
ITEM_INFO* item = &Items[g_LaraExtra.Vehicle];
@ -305,7 +305,7 @@ int GetOnQuadBike(short itemNumber, COLL_INFO* coll)
return true;
}
void __cdecl QuadBaddieCollision(ITEM_INFO* quad)
void QuadBaddieCollision(ITEM_INFO* quad)
{
vector<short> roomsList;
@ -353,7 +353,7 @@ void __cdecl QuadBaddieCollision(ITEM_INFO* quad)
}
}
int __cdecl GetQuadCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p)
int GetQuadCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p)
{
p->x = item->pos.xPos - p->x;
p->z = item->pos.zPos - p->z;
@ -384,7 +384,7 @@ int __cdecl GetQuadCollisionAnim(ITEM_INFO* item, PHD_VECTOR* p)
return 0;
}
int __cdecl TestQuadHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos)
int TestQuadHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos)
{
pos->y = item->pos.yPos - (dz * SIN(item->pos.xRot) >> W2V_SHIFT) + (dx * SIN(item->pos.zRot) >> W2V_SHIFT);
@ -403,7 +403,7 @@ int __cdecl TestQuadHeight(ITEM_INFO* item, int dz, int dx, PHD_VECTOR* pos)
return GetFloorHeight(floor, pos->x, pos->y, pos->z);
}
int __cdecl DoQuadShift(ITEM_INFO* quad, PHD_VECTOR* pos, PHD_VECTOR* old)
int DoQuadShift(ITEM_INFO* quad, PHD_VECTOR* pos, PHD_VECTOR* old)
{
int x = pos->x >> WALL_SHIFT;
int z = pos->z >> WALL_SHIFT;
@ -503,7 +503,7 @@ int __cdecl DoQuadShift(ITEM_INFO* quad, PHD_VECTOR* pos, PHD_VECTOR* old)
return 0;
}
int __cdecl DoQuadDynamics(int height, int fallspeed, int *y)
int DoQuadDynamics(int height, int fallspeed, int *y)
{
if (height > *y)
{
@ -532,7 +532,7 @@ int __cdecl DoQuadDynamics(int height, int fallspeed, int *y)
return fallspeed;
}
int __cdecl QuadDynamics(ITEM_INFO* item)
int QuadDynamics(ITEM_INFO* item)
{
/* Does all skidoo movement and collision and returns if collide value */
PHD_VECTOR moved, fl, fr, br, bl, mtl, mbl, mtr, mbr, mml, mmr;
@ -761,7 +761,7 @@ int __cdecl QuadDynamics(ITEM_INFO* item)
return collide;
}
void __cdecl AnimateQuadBike(ITEM_INFO* item, int collide, int dead)
void AnimateQuadBike(ITEM_INFO* item, int collide, int dead)
{
QUAD_INFO* quad = (QUAD_INFO *)item->data;
@ -937,7 +937,7 @@ void __cdecl AnimateQuadBike(ITEM_INFO* item, int collide, int dead)
}
}
int __cdecl QuadUserControl(ITEM_INFO* item, int height, int* pitch)
int QuadUserControl(ITEM_INFO* item, int height, int* pitch)
{
bool drive = false;
int revs = 0;
@ -1126,7 +1126,7 @@ int __cdecl QuadUserControl(ITEM_INFO* item, int height, int* pitch)
return drive;
}
void __cdecl InitialiseQuadBike(short itemNumber)
void InitialiseQuadBike(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
@ -1144,7 +1144,7 @@ void __cdecl InitialiseQuadBike(short itemNumber)
quad->flags = 0;
}
void __cdecl QuadBikeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
void QuadBikeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
int geton;
@ -1205,7 +1205,7 @@ void __cdecl QuadBikeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
ObjectCollision(itemNumber, l, coll);
}
void __cdecl TriggerQuadExhaustSmoke(int x, int y, int z, short angle, int speed, int moving)
void TriggerQuadExhaustSmoke(int x, int y, int z, short angle, int speed, int moving)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
@ -1265,7 +1265,7 @@ void __cdecl TriggerQuadExhaustSmoke(int x, int y, int z, short angle, int speed
spark->size = size >> 1;
}
int __cdecl QuadBikeControl()
int QuadBikeControl()
{
short xRot, zRot, rotadd;
int pitch, dead = 0;

View file

@ -13,7 +13,7 @@
BITE_INFO sasGun = { 0, 300, 64, 7 };
void __cdecl InitialiseSas(short itemNum)
void InitialiseSas(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -25,7 +25,7 @@ void __cdecl InitialiseSas(short itemNum)
item->currentAnimState = 1;
}
void __cdecl SasControl(short itemNum)
void SasControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -11,7 +11,7 @@
BITE_INFO scubaGun = { 17, 164, 44, 18 };
int __cdecl GetWaterSurface(int x, int y, int z, short roomNumber)
int GetWaterSurface(int x, int y, int z, short roomNumber)
{
ROOM_INFO* room = &Rooms[roomNumber];
FLOOR_INFO* floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT) * room->xSize];
@ -41,7 +41,7 @@ int __cdecl GetWaterSurface(int x, int y, int z, short roomNumber)
return NO_HEIGHT;
}
void __cdecl ShootHarpoon(ITEM_INFO* frogman, int x, int y, int z, short speed, short yRot, short roomNumber)
void ShootHarpoon(ITEM_INFO* frogman, int x, int y, int z, short speed, short yRot, short roomNumber)
{
short harpoonItemNum = CreateItem();
if (harpoonItemNum != NO_ITEM)
@ -68,7 +68,7 @@ void __cdecl ShootHarpoon(ITEM_INFO* frogman, int x, int y, int z, short speed,
}
}
void __cdecl HarpoonControl(short itemNum)
void HarpoonControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -104,7 +104,7 @@ void __cdecl HarpoonControl(short itemNum)
}
}
void __cdecl ScubaControl(short itemNumber)
void ScubaControl(short itemNumber)
{
int waterHeight;

View file

@ -12,7 +12,7 @@
BITE_INFO skeletonBite = { 0, -16, 200, 11 };
void __cdecl InitialiseSkeleton(short itemNum)
void InitialiseSkeleton(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
OBJECT_INFO* obj = &Objects[ID_SKELETON];
@ -53,7 +53,7 @@ void __cdecl InitialiseSkeleton(short itemNum)
}
}
void __cdecl SkeletonControl(short itemNum)
void SkeletonControl(short itemNum)
{
bool someFlag1 = false;
bool someFlag2 = false;
@ -722,7 +722,7 @@ void __cdecl SkeletonControl(short itemNum)
}
}
void __cdecl WakeUpSkeleton(ITEM_INFO* item)
void WakeUpSkeleton(ITEM_INFO* item)
{
short fxNum = CreateNewEffect(item->roomNumber);
if (fxNum != NO_ITEM)

View file

@ -68,7 +68,7 @@ enum SKIDMAN_STATE { SMAN_EMPTY, SMAN_WAIT, SMAN_MOVING, SMAN_STARTLEFT, SMAN_ST
BITE_INFO skidooLeft = { 240, -190, 540, 0 };
BITE_INFO skidooRight = { -240, -190, 540, 0 };
void __cdecl InitialiseSkidoo(short itemNum)
void InitialiseSkidoo(short itemNum)
{
ITEM_INFO* skidoo;
SKIDOO_INFO* skinfo;
@ -99,7 +99,7 @@ void __cdecl InitialiseSkidoo(short itemNum)
}
}
void __cdecl SkidooBaddieCollision(short itemNum, ITEM_INFO* skidoo)
void SkidooBaddieCollision(short itemNum, ITEM_INFO* skidoo)
{
vector<short> roomsList;
roomsList.push_back(skidoo->roomNumber);
@ -159,7 +159,7 @@ void __cdecl SkidooBaddieCollision(short itemNum, ITEM_INFO* skidoo)
}
}
void __cdecl SkidooGuns(void)
void SkidooGuns(void)
{
ITEM_INFO* skidoo;
SKIDOO_INFO* skinfo;
@ -192,7 +192,7 @@ void __cdecl SkidooGuns(void)
skidoo->itemFlags[0]--;
}
void __cdecl SkidooExplode(ITEM_INFO* skidoo)
void SkidooExplode(ITEM_INFO* skidoo)
{
if (Rooms[skidoo->roomNumber].flags & ENV_FLAG_WATER)
{
@ -213,7 +213,7 @@ void __cdecl SkidooExplode(ITEM_INFO* skidoo)
g_LaraExtra.Vehicle = NO_ITEM;
}
int __cdecl SkidooCheckGetOffOK(int direction)
int SkidooCheckGetOffOK(int direction)
{
/* Check if getting off skidoo here is possible in the direction required by player */
int x, y, z, height, ceiling;
@ -253,7 +253,7 @@ int __cdecl SkidooCheckGetOffOK(int direction)
/* Check if Lara is still under skidoo control. Return 0 if she is in that limbo state of the skidoo still needing
control (it is falling) and her needing normal control (so is she) */
int __cdecl SkidooCheckGetOff()
int SkidooCheckGetOff()
{
ITEM_INFO* skidoo;
skidoo = &Items[g_LaraExtra.Vehicle];
@ -312,7 +312,7 @@ int __cdecl SkidooCheckGetOff()
return 1;
}
void __cdecl DoSnowEffect(ITEM_INFO* skidoo)
void DoSnowEffect(ITEM_INFO* skidoo)
{
/*
int c, s, x, random;
@ -351,7 +351,7 @@ void __cdecl DoSnowEffect(ITEM_INFO* skidoo)
*/
}
void __cdecl SkidooAnimation(ITEM_INFO* skidoo, int collide, int dead)
void SkidooAnimation(ITEM_INFO* skidoo, int collide, int dead)
{
short cd;
SKIDOO_INFO* skinfo;
@ -454,7 +454,7 @@ void __cdecl SkidooAnimation(ITEM_INFO* skidoo, int collide, int dead)
}
}
int __cdecl GetSkidooCollisionAnim(ITEM_INFO* skidoo, PHD_VECTOR* moved)
int GetSkidooCollisionAnim(ITEM_INFO* skidoo, PHD_VECTOR* moved)
{
int c, s, front, side;
@ -486,7 +486,7 @@ int __cdecl GetSkidooCollisionAnim(ITEM_INFO* skidoo, PHD_VECTOR* moved)
return 0;
}
int __cdecl SkidooUserControl(ITEM_INFO* skidoo, int height, int* pitch)
int SkidooUserControl(ITEM_INFO* skidoo, int height, int* pitch)
{
int drive = 0, max_speed;
SKIDOO_INFO* skinfo;
@ -565,7 +565,7 @@ int __cdecl SkidooUserControl(ITEM_INFO* skidoo, int height, int* pitch)
return drive;
}
int __cdecl DoSkidooDynamics(int height, int fallspeed, int* y)
int DoSkidooDynamics(int height, int fallspeed, int* y)
{
int kick;
@ -596,7 +596,7 @@ int __cdecl DoSkidooDynamics(int height, int fallspeed, int* y)
}
/* Returns 0 if no get on, 1 if right get on and 2 if left get on */
int __cdecl SkidooCheckGetOn(short itemNum, COLL_INFO* coll)
int SkidooCheckGetOn(short itemNum, COLL_INFO* coll)
{
int geton;
short rot, room_number;
@ -631,7 +631,7 @@ int __cdecl SkidooCheckGetOn(short itemNum, COLL_INFO* coll)
return geton;
}
void __cdecl SkidooCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll)
void SkidooCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll)
{
/* This routine is only for when Lara is not on the skidoo and she would like to be */
int geton;
@ -681,7 +681,7 @@ void __cdecl SkidooCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll)
}
/* Get height at a position offset from the origin. Moves the vector in 'pos' to the required test position too */
int __cdecl TestSkidooHeight(ITEM_INFO* item, int z_off, int x_off, PHD_VECTOR* pos)
int TestSkidooHeight(ITEM_INFO* item, int z_off, int x_off, PHD_VECTOR* pos)
{
pos->y = item->pos.yPos - (z_off * SIN(item->pos.xRot) >> W2V_SHIFT) +
(x_off * SIN(item->pos.zRot) >> W2V_SHIFT);
@ -701,7 +701,7 @@ int __cdecl TestSkidooHeight(ITEM_INFO* item, int z_off, int x_off, PHD_VECTOR*
return GetFloorHeight(floor, pos->x, pos->y, pos->z);
}
short __cdecl DoSkidooShift(ITEM_INFO* skidoo, PHD_VECTOR* pos, PHD_VECTOR* old)
short DoSkidooShift(ITEM_INFO* skidoo, PHD_VECTOR* pos, PHD_VECTOR* old)
{
int x, z;
int x_old, z_old;
@ -818,7 +818,7 @@ short __cdecl DoSkidooShift(ITEM_INFO* skidoo, PHD_VECTOR* pos, PHD_VECTOR* old)
return 0;
}
int __cdecl SkidooDynamics(ITEM_INFO* skidoo)
int SkidooDynamics(ITEM_INFO* skidoo)
{
/* Does all skidoo movement and collision and returns if collide value */
SKIDOO_INFO* skinfo;
@ -970,7 +970,7 @@ int __cdecl SkidooDynamics(ITEM_INFO* skidoo)
}
/* Returns 1 if this controls Lara too, 0 if skidoo is no longer moving with Lara (so need normal Lara control) */
int __cdecl SkidooControl()
int SkidooControl()
{
ITEM_INFO* skidoo;
SKIDOO_INFO* skinfo;
@ -1142,12 +1142,12 @@ int __cdecl SkidooControl()
return SkidooCheckGetOff();
}
void __cdecl DrawSkidoo(ITEM_INFO* item)
void DrawSkidoo(ITEM_INFO* item)
{
}
void __cdecl InitialiseSkidman(short itemNum)
void InitialiseSkidman(short itemNum)
{
short skidoo_item;
ITEM_INFO* item, *skidoo;
@ -1179,7 +1179,7 @@ void __cdecl InitialiseSkidman(short itemNum)
}
}
void __cdecl SkidManCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll)
void SkidManCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll)
{
ITEM_INFO* item;
@ -1205,7 +1205,7 @@ void __cdecl SkidManCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* col
}
}
void __cdecl SkidManControl(short riderNum)
void SkidManControl(short riderNum)
{
ITEM_INFO* item, * rider;
CREATURE_INFO* skidman;

1163
TR5Main/Objects/sophia.cpp Normal file

File diff suppressed because it is too large Load diff

View file

@ -19,7 +19,7 @@ BITE_INFO shivaRightBite = { 0, 0, 920, 22 };
// for TR2 and TR3 statue (compatible by any statue entity)
// the statue object need to be after the normal one:
// ex: ID_SWORD_GUARDIAN: 256, ID_SWORD_GUARDIAN_STATUE: 257
void __cdecl DrawStatue(ITEM_INFO* item)
void DrawStatue(ITEM_INFO* item)
{
/*
OBJECT_INFO* obj;
@ -162,7 +162,7 @@ void __cdecl DrawStatue(ITEM_INFO* item)
*/
}
void __cdecl InitialiseSwordGuardian(short itemNum)
void InitialiseSwordGuardian(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
@ -175,7 +175,7 @@ void __cdecl InitialiseSwordGuardian(short itemNum)
//item->meshBits = 0;
}
void __cdecl SwordGuardianFly(ITEM_INFO* item)
void SwordGuardianFly(ITEM_INFO* item)
{
PHD_VECTOR pos;
@ -184,10 +184,10 @@ void __cdecl SwordGuardianFly(ITEM_INFO* item)
pos.z = (GetRandomControl() << 8 >> 15) + item->pos.zPos - 128;
TriggerGunSmoke(pos.x, pos.y, pos.z, 1, 1, 1, 1, WEAPON_GRENADE_LAUNCHER, 32);
SoundEffect(SFX_SWORD_GUARDIAN_FLYING_ID312, &item->pos, 0);
SoundEffect(SFX_TR2_SWORD_GUARDIAN_FLYING_ID312, &item->pos, 0);
}
void __cdecl SwordGuardianControl(short itemNum)
void SwordGuardianControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -404,7 +404,7 @@ void __cdecl SwordGuardianControl(short itemNum)
}
}
void __cdecl XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
void XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
{
if (!(xian->flags & 1) && (item->touchBits & 0x40000))
{
@ -412,7 +412,7 @@ void __cdecl XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
LaraItem->hitStatus = true;
CreatureEffect(item, &spearRightBite, DoBloodSplat);
xian->flags |= 1;
SoundEffect(SFX_SWORD_HITTARGET_ID318, &item->pos, 0);
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
}
if (!(xian->flags & 2) && (item->touchBits & 0x800))
@ -421,11 +421,11 @@ void __cdecl XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
LaraItem->hitStatus = true;
CreatureEffect(item, &spearLeftBite, DoBloodSplat);
xian->flags |= 2;
SoundEffect(SFX_SWORD_HITTARGET_ID318, &item->pos, 0);
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
}
}
void __cdecl InitialiseSpearGuardian(short itemNum)
void InitialiseSpearGuardian(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
@ -444,7 +444,7 @@ void __cdecl InitialiseSpearGuardian(short itemNum)
//item->meshBits = 0;
}
void __cdecl SpearGuardianControl(short itemNum)
void SpearGuardianControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -730,7 +730,7 @@ void __cdecl SpearGuardianControl(short itemNum)
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl TriggerShivaSmoke(long x, long y, long z, long uw)
void TriggerShivaSmoke(long x, long y, long z, long uw)
{
long size;
SPARKS* sptr;
@ -819,7 +819,7 @@ void __cdecl TriggerShivaSmoke(long x, long y, long z, long uw)
sptr->dSize = size;
}
void __cdecl ShivaDamage(ITEM_INFO* item, CREATURE_INFO* shiva, int damage)
void ShivaDamage(ITEM_INFO* item, CREATURE_INFO* shiva, int damage)
{
if (!(shiva->flags) && (item->touchBits & 0x2400000))
{
@ -827,7 +827,7 @@ void __cdecl ShivaDamage(ITEM_INFO* item, CREATURE_INFO* shiva, int damage)
LaraItem->hitStatus = true;
CreatureEffect(item, &shivaRightBite, DoBloodSplat);
shiva->flags = 1;
SoundEffect(SFX_SWORD_HITTARGET_ID318, &item->pos, 0);
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
}
if (!(shiva->flags) && (item->touchBits & 0x2400))
@ -836,11 +836,11 @@ void __cdecl ShivaDamage(ITEM_INFO* item, CREATURE_INFO* shiva, int damage)
LaraItem->hitStatus = true;
CreatureEffect(item, &shivaLeftBite, DoBloodSplat);
shiva->flags = 1;
SoundEffect(SFX_SWORD_HITTARGET_ID318, &item->pos, 0);
SoundEffect(SFX_TR2_SWORD_HITTARGET_ID318, &item->pos, 0);
}
}
void __cdecl InitialiseShiva(short itemNum)
void InitialiseShiva(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
@ -858,7 +858,7 @@ void __cdecl InitialiseShiva(short itemNum)
//item->meshBits = 0;
}
void __cdecl ShivaControl(short itemNum)
void ShivaControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -82,7 +82,7 @@ static BOSS_STRUCT bossdata; // exclusive for tony unlike TR3
#define SPN_TONYHANDLFLAME 4 // {0, 64, 0, 10}
#define SPN_TONYHANDRFLAME 5 // {0, 64, 0, 13}
void __cdecl TriggerTonyFlame(short itemNum, long hand)
void TriggerTonyFlame(short itemNum, long hand)
{
ITEM_INFO* item;
long size;
@ -150,7 +150,7 @@ void __cdecl TriggerTonyFlame(short itemNum, long hand)
sptr->dSize = size >> 2;
}
void __cdecl TriggerFireBallFlame(short fxNumber, long type, long xv, long yv, long zv)
void TriggerFireBallFlame(short fxNumber, long type, long xv, long yv, long zv)
{
SPARKS* sptr;
long size;
@ -238,7 +238,7 @@ void __cdecl TriggerFireBallFlame(short fxNumber, long type, long xv, long yv, l
}
}
void __cdecl TriggerFireBall(ITEM_INFO* item, long type, PHD_VECTOR* pos1, short room_number, short angle, long zdspeed)
void TriggerFireBall(ITEM_INFO* item, long type, PHD_VECTOR* pos1, short room_number, short angle, long zdspeed)
{
FX_INFO* fx;
PHD_VECTOR pos;
@ -324,7 +324,7 @@ void __cdecl TriggerFireBall(ITEM_INFO* item, long type, PHD_VECTOR* pos1, short
}
}
void __cdecl TonyFireBallControl(short fxNumber)
void TonyFireBallControl(short fxNumber)
{
FX_INFO* fx;
FLOOR_INFO* floor;
@ -447,7 +447,7 @@ void __cdecl TonyFireBallControl(short fxNumber)
}
}
void __cdecl TonyDie(short itemNum)
void TonyDie(short itemNum)
{
ITEM_INFO* item;
@ -461,7 +461,7 @@ void __cdecl TonyDie(short itemNum)
item->flags |= ONESHOT;
}
void __cdecl InitialiseTony(short itemNum)
void InitialiseTony(short itemNum)
{
SHIELD_POINTS* shptr;
ITEM_INFO* item;
@ -493,7 +493,7 @@ void __cdecl InitialiseTony(short itemNum)
}
}
void __cdecl TonyControl(short itemNum)
void TonyControl(short itemNum)
{
ITEM_INFO* item;
CREATURE_INFO* tonyboss;
@ -683,7 +683,7 @@ void __cdecl TonyControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl DrawTony(ITEM_INFO* item)
void DrawTony(ITEM_INFO* item)
{
DrawAnimatingItem(item);

View file

@ -13,7 +13,7 @@
#include "..\Game\debris.h"
#include "../Game/traps.h"
void __cdecl BubblesEffect1(short fxNum, short xVel, short yVel, short zVel)
void BubblesEffect1(short fxNum, short xVel, short yVel, short zVel)
{
FX_INFO* fx = &Effects[fxNum];
@ -68,7 +68,7 @@ void __cdecl BubblesEffect1(short fxNum, short xVel, short yVel, short zVel)
}
}
void __cdecl BubblesEffect2(short fxNum, short xVel, short yVel, short zVel)
void BubblesEffect2(short fxNum, short xVel, short yVel, short zVel)
{
FX_INFO* fx = &Effects[fxNum];
@ -115,7 +115,7 @@ void __cdecl BubblesEffect2(short fxNum, short xVel, short yVel, short zVel)
}
}
void __cdecl BubblesEffect3(short fxNum, short xVel, short yVel, short zVel)
void BubblesEffect3(short fxNum, short xVel, short yVel, short zVel)
{
FX_INFO* fx = &Effects[fxNum];
@ -167,7 +167,7 @@ void __cdecl BubblesEffect3(short fxNum, short xVel, short yVel, short zVel)
}
}
void __cdecl BubblesEffect4(short fxNum, short xVel, short yVel, short zVel)
void BubblesEffect4(short fxNum, short xVel, short yVel, short zVel)
{
FX_INFO* fx = &Effects[fxNum];
@ -227,7 +227,7 @@ void __cdecl BubblesEffect4(short fxNum, short xVel, short yVel, short zVel)
}
}
int __cdecl BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
int BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
{
ShatterItem.yRot = fx->pos.yRot;
ShatterItem.meshp = Meshes[fx->frameNumber];
@ -241,7 +241,7 @@ int __cdecl BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
return 1;
}
void __cdecl BubblesControl(short fxNum)
void BubblesControl(short fxNum)
{
FX_INFO* fx = &Effects[fxNum];

View file

@ -22,7 +22,7 @@ short StargateBounds[24] =
BITE_INFO sentryGunBite = { 0, 0, 0, 8 };
void __cdecl FourBladesControl(short itemNum)
void FourBladesControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -58,7 +58,7 @@ void __cdecl FourBladesControl(short itemNum)
}
}
void __cdecl BirdBladeControl(short itemNum)
void BirdBladeControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -81,7 +81,7 @@ void __cdecl BirdBladeControl(short itemNum)
}
}
void __cdecl CatwalkBlaldeControl(short itemNum)
void CatwalkBlaldeControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -103,7 +103,7 @@ void __cdecl CatwalkBlaldeControl(short itemNum)
}
}
void __cdecl PlinthBladeControl(short itemNum)
void PlinthBladeControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -124,7 +124,7 @@ void __cdecl PlinthBladeControl(short itemNum)
}
}
void __cdecl InitialiseSethBlade(short itemNum)
void InitialiseSethBlade(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -135,7 +135,7 @@ void __cdecl InitialiseSethBlade(short itemNum)
item->itemFlags[2] = abs(item->triggerFlags);
}
void __cdecl SethBladeControl(short itemNum)
void SethBladeControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -186,7 +186,7 @@ void __cdecl SethBladeControl(short itemNum)
}
}
void __cdecl ChainControl(short itemNum)
void ChainControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -217,7 +217,7 @@ void __cdecl ChainControl(short itemNum)
item->itemFlags[0] = 0;
}
void __cdecl PloughControl(short itemNum)
void PloughControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -233,7 +233,7 @@ void __cdecl PloughControl(short itemNum)
}
}
void __cdecl CogControl(short itemNum)
void CogControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -259,7 +259,7 @@ void __cdecl CogControl(short itemNum)
}
}
void __cdecl SpikeballControl(short itemNum)
void SpikeballControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -292,7 +292,7 @@ void __cdecl SpikeballControl(short itemNum)
}
}
void __cdecl StargateControl(short itemNum)
void StargateControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->itemFlags[3] = 50;
@ -307,7 +307,7 @@ void __cdecl StargateControl(short itemNum)
item->itemFlags[0] = 0;
}
void __cdecl StargateCollision(short itemNum, ITEM_INFO* l, COLL_INFO* c)
void StargateCollision(short itemNum, ITEM_INFO* l, COLL_INFO* c)
{
ITEM_INFO* item = &Items[itemNum];
@ -377,7 +377,7 @@ void __cdecl StargateCollision(short itemNum, ITEM_INFO* l, COLL_INFO* c)
}
}
void __cdecl ControlSpikyWall(short itemNum)
void ControlSpikyWall(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -417,7 +417,7 @@ void __cdecl ControlSpikyWall(short itemNum)
}
}
void __cdecl InitialiseSpinningBlade(short item_number)
void InitialiseSpinningBlade(short item_number)
{
ITEM_INFO* item = &Items[item_number];
@ -426,7 +426,7 @@ void __cdecl InitialiseSpinningBlade(short item_number)
item->currentAnimState = 1;
}
void __cdecl SpinningBlade(short item_number)
void SpinningBlade(short item_number)
{
bool spinning = false;
@ -478,7 +478,7 @@ void __cdecl SpinningBlade(short item_number)
item->pos.yRot += -ANGLE(180);
}
void __cdecl InitialiseKillerStatue(short item_number)
void InitialiseKillerStatue(short item_number)
{
ITEM_INFO* item = &Items[item_number];
@ -487,7 +487,7 @@ void __cdecl InitialiseKillerStatue(short item_number)
item->currentAnimState = 1;
}
void __cdecl KillerStatueControl(short item_number)
void KillerStatueControl(short item_number)
{
ITEM_INFO *item;
int x, y, z;
@ -515,7 +515,7 @@ void __cdecl KillerStatueControl(short item_number)
AnimateItem(item);
}
void __cdecl SpringBoardControl(short item_number)
void SpringBoardControl(short item_number)
{
ITEM_INFO* item = &Items[item_number];
@ -542,7 +542,7 @@ void __cdecl SpringBoardControl(short item_number)
AnimateItem(item);
}
void __cdecl InitialiseSlicerDicer(short itemNum)
void InitialiseSlicerDicer(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -558,7 +558,7 @@ void __cdecl InitialiseSlicerDicer(short itemNum)
item->itemFlags[3] = 50;
}
void __cdecl SlicerDicerControl(short itemNum)
void SlicerDicerControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -581,7 +581,7 @@ void __cdecl SlicerDicerControl(short itemNum)
AnimateItem(item);
}
void __cdecl BladeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void BladeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -629,7 +629,7 @@ void __cdecl BladeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl InitialiseMine(short itemNum)
void InitialiseMine(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -637,7 +637,7 @@ void __cdecl InitialiseMine(short itemNum)
item->meshBits = 0;
}
void __cdecl MineControl(short itemNum)
void MineControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -710,7 +710,7 @@ void __cdecl MineControl(short itemNum)
}
}
void __cdecl MineCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
void MineCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
@ -780,7 +780,7 @@ void __cdecl MineCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void __cdecl InitialiseSentryGun(short itemNum)
void InitialiseSentryGun(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -791,7 +791,7 @@ void __cdecl InitialiseSentryGun(short itemNum)
item->itemFlags[2] = 0;
}
void __cdecl SentryGunControl(short itemNum)
void SentryGunControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -935,7 +935,7 @@ void __cdecl SentryGunControl(short itemNum)
}
}
void __cdecl SentryGunThrowFire(ITEM_INFO* item)
void SentryGunThrowFire(ITEM_INFO* item)
{
for (int i = 0; i < 3; i++)
{
@ -995,17 +995,17 @@ void __cdecl SentryGunThrowFire(ITEM_INFO* item)
}
}
void __cdecl InitialiseBurningFloor(short itemNum)
void InitialiseBurningFloor(short itemNum)
{
Items[itemNum].requiredAnimState = 127;
}
void __cdecl BurningFloorControl(short itemNum)
void BurningFloorControl(short itemNum)
{
}
void __cdecl ControlSpikyCeiling(short itemNumber)
void ControlSpikyCeiling(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];

View file

@ -29,7 +29,7 @@ byte tribesmanAxeHit[13][3] = {
{15,19,32}
};
void __cdecl TribemanAxeControl(short itemNum)
void TribemanAxeControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -263,7 +263,7 @@ void __cdecl TribemanAxeControl(short itemNum)
CreatureAnimation(itemNum, angle, 0);
}
void __cdecl TribesmanShotDart(ITEM_INFO* item)
void TribesmanShotDart(ITEM_INFO* item)
{
short dartItemNumber = CreateItem();
if (dartItemNumber != NO_ITEM)
@ -312,7 +312,7 @@ void __cdecl TribesmanShotDart(ITEM_INFO* item)
}
}
void __cdecl TribesmanDartsControl(short itemNum)
void TribesmanDartsControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;

View file

@ -13,7 +13,7 @@
BITE_INFO TroopsBite1 = { 0, 300, 64, 7 };
void __cdecl InitialiseTroops(short itemNum)
void InitialiseTroops(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
@ -33,7 +33,7 @@ void __cdecl InitialiseTroops(short itemNum)
item->frameNumber = Anims[item->animNumber].frameBase;
}
void __cdecl TroopsControl(short itemNum)
void TroopsControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];

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