#pragma once #include "../Global/global.h" //#define ControlGuard ((void (__cdecl*)(short)) 0x0046F5E0) #define ControlSubmarine ((void (__cdecl*)(short)) 0x0045D3F0) //#define ControlDoberman ((void (__cdecl*)(short)) 0x00428A10) ///#define ControlDog ((void (__cdecl*)(short)) 0x0043B730) //#define ControlReaper ((void (__cdecl*)(short)) 0x0045DAF0) //#define ControlLarson ((void (__cdecl*)(short)) 0x0046A080) #define ControlCyborg ((void (__cdecl*)(short)) 0x0043A340) //#define ControlGuardM16 ((void (__cdecl*)(short)) 0x00478250) #define InitialiseChef ((void (__cdecl*)(short)) 0x00410990) // not used anymore ! #define ControlChef ((void (__cdecl*)(short)) 0x00410A60) // not used anymore ! #define ControlGuardLaser ((void (__cdecl*)(short)) 0x0048CDD0) #define ControlHydra ((void (__cdecl*)(short)) 0x0043BF70) //#define ControlImp ((void (__cdecl*)(short)) 0x0043BEA0) #define ControlLightingGuide ((void (__cdecl*)(short)) 0x0048E580) //#define ControlBrowsBeast ((void (__cdecl*)(short)) 0x0048E960) #define InitialiseLagoonWitch ((void (__cdecl*)(short)) 0x0047D2D0) // not used anymore ! #define ControlLagoonWitch ((void (__cdecl*)(short)) 0x0047D360) // not used anymore ! //#define ControlInvisibleGhost ((void (__cdecl*)(short)) 0x00477AB0) #define InitialiseLittleBats ((void (__cdecl*)(short)) 0x00407EC0) #define ControlLittleBats ((void (__cdecl*)(short)) 0x00407F50) #define InitialiseSpiders ((void (__cdecl*)(short)) 0x0043F2B0) #define ControlSpiders ((void (__cdecl*)(short)) 0x0047A200) //#define ControlGladiator ((void (__cdecl*)(short)) 0x00436700) #define ControlRomanStatue ((void (__cdecl*)(short)) 0x0046BC10) #define ControlAutoGuns ((void (__cdecl*)(short)) 0x004078A0) #define ControlGunShip ((void (__cdecl*)(short)) 0x00487FF0) #define InitialiseRomanStatue ((void (__cdecl*)(short)) 0x0046BB00) // need to check a dword_ variable before decompiling void InitialiseGuard(short itemNum); void InitialiseGuardM16(short itemNum); void InitialiseGuardLaser(short itemNum); void InitialiseSubmarine(short itemNum); void InitialiseDoberman(short itemNum); void InitialiseDog(short itemNum); void InitialiseReaper(short itemNum); void InitialiseLarson(short itemNum); void InitialiseCyborg(short itemNum); void InitialiseHydra(short itemNum); void InitialiseImp(short itemNum); void InitialiseLightingGuide(short itemNum); void InitialiseBrownBeast(short itemNum); void InitialiseInvisibleGhost(short itemNum); void InitialiseGladiator(short itemNum); /// void InitialiseRomanStatue(short itemNum) void InitialiseAutoGuns(short itemNum); void InitialisePushableBlock(short itemNum); void ClearMovableBlockSplitters(int x, int y, int z, short roomNumber); void PushableBlockControl(short itemNumber); void PushableBlockCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll); int TestBlockMovable(ITEM_INFO* item, int blokhite); int TestBlockPush(ITEM_INFO* item, int blokhite, unsigned short quadrant); int TestBlockPull(ITEM_INFO* item, int blokhite, short quadrant); void ControlGuard(short itemNum); void ControlDoberman(short itemNumber); void ControlReaper(short itemNumber); void ControlGuardM16(short itemNumber); void ImpThrowStones(ITEM_INFO* item); void ControlImp(short itemNumber); void ControlGladiator(short itemNumber); void ControlBrowsBeast(short itemNumber); void ControlInvisibleGhost(short itemNumber); short GetNextRat(); void ControlLittleRats(short itemNumber); void InitialiseArmedBaddy2(short itemNum); void ArmedBaddy2Control(short itemNum); void ControlDog(short itemNumber); void ControlLarson(short itemNumber);