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