#pragma once #include "..\Global\global.h" #define HARPOON_DRAW_ANIM 1 #define ROCKET_DRAW_ANIM 0 #define PELLET_SCATTER ANGLE(20) #define HARPOON_SPEED 256 #define HARPOON_TIME 256 #define ROCKET_SPEED 512 #define GRENADE_SPEED 128 #define MAX_GRENADE_FALLSPEED 128 #define GRENADE_YOFF 180 #define GRENADE_ZOFF 80 #define GRENADE_BLAST_RADIUS (WALL_SIZE * 2) #define CROSSBOW_DAMAGE 5 #define CROSSBOW_AMMO1 1 #define CROSSBOW_AMMO2 2 #define CROSSBOW_AMMO3 2 #define CROSSBOW_HIT_RADIUS 128 #define CROSSBOW_EXPLODE_RADIUS 2048 #define GRENADE_EXPLODE_RADIUS 2048 //#define ReadyShotgun ((void (__cdecl*)(int)) 0x0044DC30) //#define DrawShotgunMeshes ((void (__cdecl*)(int)) 0x0044DBB0) //#define UndrawShotgunMeshes ((void (__cdecl*)(int)) 0x0044DBF0) //#define FireHK ((void (__cdecl*)(int)) 0x0044E4B0) //#define FireShotgun ((void (__cdecl*)()) 0x0044E110) //#define UndrawShotgun ((void (__cdecl*)(int)) 0x0044ECA0) //#define CrossbowHitSwitchType78 ((void (__cdecl*)(ITEM_INFO*, ITEM_INFO*, int)) 0x0044E5E0) //#define DoGrenadeDamageOnBaddie ((void (__cdecl*)(ITEM_INFO*, ITEM_INFO*)) 0x0044F690) 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 Inject_Lara1Gun();