#include "control.h" #include "..\Global\global.h" #include "pickup.h" #include "spotcam.h" #include "Camera.h" #include "Lara.h" #include "hair.h" #include "items.h" #include "effect2.h" #include "draw.h" #include "inventory.h" #include "gameflow.h" #include "lot.h" #include "pickup.h" #include "draw.h" #include "healt.h" #include "savegame.h" #include "sound.h" #include "spotcam.h" #include "box.h" #include "objects.h" #include "switch.h" #include "laramisc.h" #include "..\Specific\roomload.h" #include "..\Specific\input.h" #include "..\Specific\init.h" #include "..\Specific\winmain.h" #include #include int KeyTriggerActive; extern GameFlow* g_GameFlow; extern GameScript* g_GameScript; extern Inventory* g_Inventory; GAME_STATUS ControlPhase(int numFrames, int demoMode) { GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel); RegeneratePickups(); if (numFrames > 10) numFrames = 10; if (TrackCameraInit) UseSpotCam = false; SetDebounce = true; for (FramesCount += numFrames; FramesCount > 0; FramesCount -= 2) { GlobalCounter++; UpdateSky(); // Poll the keyboard and update input variables if (CurrentLevel != 0) { if (S_UpdateInput() == -1) return GAME_STATUS_NONE; } // Has Lara control been disabled? if (DisableLaraControl || CurrentLevel == 0) { if (CurrentLevel != 0) DbInput = 0; TrInput &= 0x200; } // If cutscene has been triggered then clear input if (CutSeqTriggered) TrInput = 0; // Does the player want to enter inventory? SetDebounce = false; if (CurrentLevel != 0 && !g_Renderer->IsFading()) { if ((DbInput & IN_DESELECT || g_Inventory->GetEnterObject() != NO_ITEM) && !CutSeqTriggered && LaraItem->hitPoints > 0) { // Stop all sounds int inventoryResult = g_Inventory->DoInventory(); switch (inventoryResult) { case INV_RESULT_LOAD_GAME: return GAME_STATUS_LOAD_GAME; case INV_RESULT_EXIT_TO_TILE: return GAME_STATUS_EXIT_TO_TITLE; } } } // Has level been completed? if (CurrentLevel != 0 && LevelComplete) return GAME_STATUS_LEVEL_COMPLETED; int oldInput = TrInput; // Is Lara dead? if (CurrentLevel != 0 && (Lara.deathCount > 300 || Lara.deathCount > 60 && TrInput)) { int inventoryResult = g_Inventory->DoInventory(); switch (inventoryResult) { case INV_RESULT_NEW_GAME: return GAME_STATUS_NEW_GAME; case INV_RESULT_LOAD_GAME: return GAME_STATUS_LOAD_GAME; case INV_RESULT_EXIT_TO_TILE: return GAME_STATUS_EXIT_TO_TITLE; } } if (demoMode && TrInput == -1) { oldInput = 0; TrInput = 0; } if (CurrentLevel == 0) TrInput = 0; // Handle lasersight and binocular if (CurrentLevel != 0) { if (!(TrInput & IN_LOOK) || SniperCameraActive || UseSpotCam || TrackCameraInit || ((LaraItem->currentAnimState != STATE_LARA_STOP || LaraItem->animNumber != ANIMATION_LARA_STAY_IDLE) && (!Lara.isDucked || TrInput & IN_DUCK || LaraItem->animNumber != ANIMATION_LARA_CROUCH_IDLE || LaraItem->goalAnimState != STATE_LARA_CROUCH_IDLE))) { if (BinocularRange == 0) { if (SniperCameraActive || UseSpotCam || TrackCameraInit) TrInput &= ~IN_LOOK; } else { if (LaserSight) { BinocularRange = 0; LaserSight = false; AlterFOV(ANGLE(80)); LaraItem->meshBits = 0xFFFFFFFF; Lara.isDucked = false; Camera.type = BinocularOldCamera; Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; Camera.bounce = 0; BinocularOn = -8; TrInput &= ~IN_LOOK; } else { TrInput |= IN_LOOK; } } Infrared = false; } else if (BinocularRange == 0) { if (Lara.gunStatus == LG_READY && ((Lara.gunType == WEAPON_REVOLVER && g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight) || (Lara.gunType == WEAPON_HK) || (Lara.gunType == WEAPON_CROSSBOW && g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight))) { BinocularRange = 128; BinocularOldCamera = Camera.oldType; Lara.busy = true; LaserSight = true; /*if (!(gfLevelFlags & GF_LVOP_TRAIN)) InfraRed = TRUE; else* InfraRed = false;*/ Infrared = true; } else Infrared = false; } else { if (LaserSight) { /*if (!(gfLevelFlags & GF_LVOP_TRAIN)) InfraRed = TRUE; else InfraRed = false;*/ Infrared = true; } else { /*if ((gfLevelFlags & GF_LVOP_TRAIN) && (inputBusy & IN_ACTION)) InfraRed = TRUE; else InfraRed = false;*/ Infrared = false; } } } // Clear dynamic lights ClearDynamics(); ClearFires(); g_Renderer->ClearDynamicLights(); GotLaraSpheres = false; // Update all items InItemControlLoop = true; short itemNum = NextItemActive; while (itemNum != NO_ITEM) { ITEM_INFO* item = &Items[itemNum]; short nextItem = item->nextActive; if (item->afterDeath <= 128) { if (Objects[item->objectNumber].control) Objects[item->objectNumber].control(itemNum); } else { KillItem(itemNum); } itemNum = nextItem; } InItemControlLoop = false; KillMoveItems(); // Update all effects InItemControlLoop = true; short fxNum = NextFxActive; while (fxNum != NO_ITEM) { short nextFx = Effects[fxNum].nextActive; if (Objects[Effects[fxNum].objectNumber].control) (*Objects[Effects[fxNum].objectNumber].control)(fxNum); fxNum = nextFx; } InItemControlLoop = false; KillMoveEffects(); // Update some effect timers if (SmokeCountL) SmokeCountL--; if (SmokeCountR) SmokeCountR--; if (SplashCount) SplashCount--; if (WeaponDelay) WeaponDelay--; if (WeaponEnemyTimer) WeaponEnemyTimer--; if (CurrentLevel != 0) { if (Lara.hasFired) { AlertNearbyGuards(LaraItem); Lara.hasFired = false; } // Is Lara poisoned? if (Lara.poisoned) { if (Lara.poisoned <= 4096) { if (Lara.dpoisoned) ++Lara.dpoisoned; } else { Lara.poisoned = 4096; } if ((gfLevelFlags & 0x80u) != 0 && !Lara.gassed) { if (Lara.dpoisoned) { Lara.dpoisoned -= 8; if (Lara.dpoisoned < 0) Lara.dpoisoned = 0; } } if (Lara.dpoisoned >= 256 && !(Wibble & 0xFF)) { LaraItem->hitPoints -= Lara.poisoned >> (8 - Lara.gassed); PoisonFlags = 16; } } // Control Lara InItemControlLoop = true; Lara.skelebob = NULL; LaraControl(Lara.itemNumber); InItemControlLoop = false; KillMoveItems(); // Update Lara's ponytails HairControl(0, 0, 0); if (level->LaraType == LARA_YOUNG) HairControl(0, 1, 0); } if (UseSpotCam) { // Draw flyby cameras if (CurrentLevel != 0) g_Renderer->EnableCinematicBars(true); CalculateSpotCameras(); } else { // Do the standard camera g_Renderer->EnableCinematicBars(false); TrackCameraInit = false; CalculateCamera(); } //WTF: what is this? It's used everywhere so it has to stay Wibble = (Wibble + 4) & 0xFC; // Update special effects TriggerLaraDrips(); if (SmashedMeshCount) { do { SmashedMeshCount--; FLOOR_INFO* floor = GetFloor( SmashedMesh[SmashedMeshCount]->x, SmashedMesh[SmashedMeshCount]->y, SmashedMesh[SmashedMeshCount]->z, &SmashedMeshRoom[SmashedMeshCount]); int height = GetFloorHeight( floor, SmashedMesh[SmashedMeshCount]->x, SmashedMesh[SmashedMeshCount]->y, SmashedMesh[SmashedMeshCount]->z); TestTriggers(TriggerIndex, 1, 0); floor->stopper = false; SmashedMesh[SmashedMeshCount] = 0; } while (SmashedMeshCount != 0); } UpdateSparks(); UpdateFireSparks(); UpdateSmoke(); UpdateBlood(); UpdateBubbles(); UpdateDebris(); UpdateGunShells(); UpdateSplashes(); UpdateDrips(); UpdateRats(); UpdateBats(); UpdateSpiders(); UpdateShockwaves(); UpdateLightning(); UpdatePulseColor(); AnimateWaterfalls(); if (level->Rumble) RumbleScreen(); SoundEffects(); HealtBarTimer--; GameTimer++; } return GAME_STATUS_NONE; } unsigned __stdcall GameMain(void*) { DB_Log(2, "GameMain - DLL"); printf("GameMain\n"); // We still need legacy matrices because control routines use them MatrixPtr = MatrixStack; DxMatrixPtr = (byte*)malloc(48 * 40); // Initialise legacy memory buffer and game timer InitGameMalloc(); TIME_Init(); // Do a fixed time title image g_Renderer->DoTitleImage(); // Execute the LUA gameflow and play the game g_GameFlow->DoGameflow(); DoTheGame = false; // Finish the thread PostMessageA((HWND)WindowsHandle, 0x10u, 0, 0); _endthreadex(1); return 1; } GAME_STATUS DoTitle(int index) { DB_Log(2, "DoTitle - DLL"); printf("DoTitle\n"); CreditsDone = false; CanLoad = false; // Load the level S_LoadLevelFile(index); int inventoryResult; if (g_GameFlow->TitleType == TITLE_FLYBY) { // Initialise items, effects, lots, camera InitialiseFXArray(true); InitialisePickupDisplay(); InitialiseCamera(); SOUND_Stop(); RequiredStartPos = false; if (InitialiseGame) { GameTimer = 0; RequiredStartPos = false; InitialiseGame = false; } Savegame.Level.Timer = 0; if (CurrentLevel == 1) Savegame.TLCount = 0; LastInventoryItem = -1; DelCutSeqPlayer = 0; TitleControlsLockedOut = false; GameMode = 1; // Initialise flyby cameras InitSpotCamSequences(); InitialiseSpotCam(2); CurrentAtmosphere = 83; UseSpotCam = true; // Play background music //CurrentAtmosphere = ambient; S_CDPlay(CurrentAtmosphere, 1); IsAtmospherePlaying = true; // Initialise ponytails InitialiseHair(); ControlPhase(2, 0); inventoryResult = g_Inventory->DoTitleInventory(); } else { inventoryResult = g_Inventory->DoTitleInventory(); } UseSpotCam = false; S_CDStop(); switch (inventoryResult) { case INV_RESULT_NEW_GAME: return GAME_STATUS_NEW_GAME; case INV_RESULT_LOAD_GAME: return GAME_STATUS_LOAD_GAME; case INV_RESULT_EXIT_GAME: return GAME_STATUS_EXIT_GAME; } return GAME_STATUS_NEW_GAME; } GAME_STATUS DoLevel(int index, int ambient, bool loadFromSavegame) { CreditsDone = false; CanLoad = false; // If not loading a savegame, then clear all the infos if (!loadFromSavegame) { Savegame.Level.Timer = 0; Savegame.Level.Distance = 0; Savegame.Level.AmmoUsed = 0; Savegame.Level.AmmoHits = 0; Savegame.Level.Kills = 0; } // Load the level S_LoadLevelFile(index); // Initialise items, effects, lots, camera InitialiseFXArray(true); InitialisePickupDisplay(); InitialiseCamera(); SOUND_Stop(); // Restore the game? if (loadFromSavegame) { char fileName[255]; ZeroMemory(fileName, 255); sprintf(fileName, "savegame.%d", g_GameFlow->SelectedSaveGame); SaveGame::Load(fileName); RequiredStartPos = false; InitialiseGame = false; g_GameFlow->SelectedSaveGame = 0; } else { RequiredStartPos = false; if (InitialiseGame) { GameTimer = 0; RequiredStartPos = false; InitialiseGame = false; } Savegame.Level.Timer = 0; if (CurrentLevel == 1) Savegame.TLCount = 0; } LastInventoryItem = -1; DelCutSeqPlayer = 0; TitleControlsLockedOut = false; g_Inventory->SetEnterObject(NO_ITEM); g_Inventory->SetSelectedObject(NO_ITEM); // Initialise flyby cameras InitSpotCamSequences(); // Play background music CurrentAtmosphere = ambient; S_CDPlay(CurrentAtmosphere, 1); IsAtmospherePlaying = true; // Initialise ponytails InitialiseHair(); int nframes = 2; GAME_STATUS result = ControlPhase(nframes, 0); g_Renderer->FadeIn(); // The game loop, finally! while (true) { nframes = DrawPhaseGame(); result = ControlPhase(nframes, 0); //printf("LastSpotCam: %d\n", LastSpotCam); if (result == GAME_STATUS_EXIT_TO_TITLE || result == GAME_STATUS_LOAD_GAME || result == GAME_STATUS_LEVEL_COMPLETED) { // Here is the only way for exiting from the loop SOUND_Stop(); S_CDStop(); return result; } Sound_UpdateScene(); } } void TestTriggers(short* data, int heavy, int HeavyFlags) { int flip = -1; int flipAvailable = 0; int newEffect = -1; int switchOff = 0; int switchFlag = 0; short objectNumber = 0; int keyResult = 0; short cameraFlags = 0; short cameraTimer = 0; int spotCamIndex = 0; HeavyTriggered = false; if (!heavy) { Lara.canMonkeySwing = false; Lara.climbStatus = false; } if (!data) return; // Burn Lara if ((*data & 0x1F) == LAVA_TYPE) { if (!heavy && (LaraItem->pos.yPos == LaraItem->floor || Lara.waterStatus)) LavaBurn(LaraItem); if (*data & 0x8000) return; data++; } // Lara can climb if ((*data & 0x1F) == CLIMB_TYPE) { if (!heavy) { short quad = (unsigned short)(LaraItem->pos.yRot + ANGLE(45)) / ANGLE(90); if ((1 << (quad + 8)) & *data) Lara.climbStatus = true; } if (*data & 0x8000) return; data++; } // Lara can monkey if ((*data & 0x1F) == MONKEY_TYPE) { if (!heavy) Lara.canMonkeySwing = true; if (*data & 0x8000) return; data++; } // Trigger triggerer if ((*data & 0x1F) == TRIGTRIGGER_TYPE) { if (!(*data & 0x20) || *data & 0x8000) return; data++; } short triggerType = (*(data++) >> 8) & 0x3F; short flags = *(data++); short timer = flags & 0xFF; if (Camera.type != HEAVY_CAMERA) RefreshCamera(triggerType, data); if (heavy) { switch (triggerType) { case HEAVY: case HEAVYANTITRIGGER: break; case HEAVYSWITCH: if (!HeavyFlags) return; if (HeavyFlags >= 0) { flags &= 0x3E00u; if (flags != HeavyFlags) return; } else { flags |= 0x3E00u; flags += HeavyFlags; } break; default: // Enemies can only activate heavy triggers return; } } short value = 0; switch (triggerType) { case TRIGGER_TYPES::SWITCH: value = *(data++) & 0x3FF; if (flags & 0x100) Items[value].itemFlags[0] = 1; if (!SwitchTrigger(value, timer)) return; objectNumber = Items[value].objectNumber; if (objectNumber >= ID_SWITCH_TYPE1 && objectNumber <= ID_SWITCH_TYPE6 && Items[value].triggerFlags == 5) switchFlag = 1; switchOff = (Items[value].currentAnimState == 1); break; case TRIGGER_TYPES::MONKEY: if (LaraItem->currentAnimState >= 75 && (LaraItem->currentAnimState <= 79 || LaraItem->currentAnimState == 82 || LaraItem->currentAnimState == 83)) break; return; case TRIGGER_TYPES::TIGHTROPE_T: if (LaraItem->currentAnimState >= 119 && LaraItem->currentAnimState <= 127 && LaraItem->currentAnimState != 126) break; return; case TRIGGER_TYPES::CRAWLDUCK_T: if (LaraItem->currentAnimState == 80 || LaraItem->currentAnimState == 81 || LaraItem->currentAnimState == 84 || LaraItem->currentAnimState == 85 || LaraItem->currentAnimState == 86 || LaraItem->currentAnimState == 71 || LaraItem->currentAnimState == 72 || LaraItem->currentAnimState == 105 || LaraItem->currentAnimState == 106) break; return; case TRIGGER_TYPES::CLIMB_T: if (LaraItem->currentAnimState == 10 || LaraItem->currentAnimState == 56 || LaraItem->currentAnimState == 57 || LaraItem->currentAnimState == 58 || LaraItem->currentAnimState == 59 || LaraItem->currentAnimState == 60 || LaraItem->currentAnimState == 61 || LaraItem->currentAnimState == 75) break; return; case TRIGGER_TYPES::PAD: case TRIGGER_TYPES::ANTIPAD: if (LaraItem->pos.yPos == LaraItem->floor) break; return; case TRIGGER_TYPES::KEY: value = *(data++) & 0x3FF; keyResult = KeyTrigger(value); if (keyResult != -1) break; return; case TRIGGER_TYPES::PICKUP: value = *(data++) & 0x3FF; if (!PickupTrigger(value)) return; break; case TRIGGER_TYPES::COMBAT: if (Lara.gunStatus == LG_READY) break; return; case TRIGGER_TYPES::SKELETON_T: Lara.skelebob = 2; break; case TRIGGER_TYPES::HEAVY: case TRIGGER_TYPES::DUMMY: case TRIGGER_TYPES::HEAVYSWITCH: case TRIGGER_TYPES::HEAVYANTITRIGGER: return; default: break; } short targetType = 0; short trigger = 0; ITEM_INFO* item = NULL; ITEM_INFO* cameraItem = NULL; do { trigger = *(data++); value = trigger & 0x3FF; targetType = (trigger >> 10) & 0xF; switch (targetType) { case TO_OBJECT: item = &Items[value]; if (keyResult >= 2 || (triggerType == TRIGGER_TYPES::ANTIPAD || triggerType == TRIGGER_TYPES::ANTITRIGGER || triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER) && item->flags & 0x80) break; if (triggerType == TRIGGER_TYPES::SWITCH) { if (item->flags & 0x40) break; if (item->objectNumber == ID_DART_EMITTER && item->active) break; } item->timer = timer; if (timer != 1) item->timer = 30 * timer; if (triggerType == TRIGGER_TYPES::SWITCH || triggerType == TRIGGER_TYPES::HEAVYSWITCH) { if (HeavyFlags >= 0) { if (switchFlag) item->flags |= (flags & 0x3E00); else item->flags ^= (flags & 0x3E00); if (flags & 0x100) item->flags |= 0x40; } else { if (((flags ^ item->flags) & 0x3E00) == 0x3E00) { item->flags ^= (flags & 0x3E00); if (flags & 0x100) item->flags |= 0x40; } } } else if (triggerType == TRIGGER_TYPES::ANTIPAD || triggerType == TRIGGER_TYPES::ANTITRIGGER || triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER) { if (item->objectNumber == ID_EARTHQUAKE) { item->itemFlags[0] = 0; item->itemFlags[1] = 100; } item->flags &= ~(0x3E00 | 0x4000); if (flags & 0x100) item->flags |= 0x80; if (item->active && Objects[item->objectNumber].intelligent) { item->hitPoints = -16384; DisableBaddieAI(value); KillItem(value); } } else if (flags & 0x3E00) { item->flags |= flags & 0x3E00; } if ((item->flags & 0x3E00) & 0x3E00) { item->flags |= 0x20; if (flags & 0x100) item->flags |= 1; if (!(item->active)) { if (Objects[item->objectNumber].intelligent) { if (item->status != ITEM_DEACTIVATED) { if (item->status == ITEM_INVISIBLE) { item->touchBits = 0; if (EnableBaddieAI(value, 0)) { item->status = ITEM_ACTIVE; AddActiveItem(value); } else { item->status == ITEM_INVISIBLE; AddActiveItem(value); } } } else { item->touchBits = 0; item->status = ITEM_ACTIVE; AddActiveItem(value); EnableBaddieAI(value, 1); } } else { item->touchBits = 0; AddActiveItem(value); item->status = ITEM_ACTIVE; HeavyTriggered = heavy; } } } break; case TO_CAMERA: trigger = *(data++); if (keyResult == 1) break; if (Camera.fixed[value].flags & 0x100) break; Camera.number = value; if (Camera.type == LOOK_CAMERA || Camera.type == COMBAT_CAMERA && !(Camera.fixed[value].flags & 3)) break; if (triggerType == TRIGGER_TYPES::COMBAT) break; if (triggerType == TRIGGER_TYPES::SWITCH && timer && switchOff) break; if (Camera.number != Camera.last || triggerType == TRIGGER_TYPES::SWITCH) { Camera.timer = (trigger & 0xFF) * 30; if (trigger & 0x100) Camera.fixed[Camera.number].flags |= 0x100; Camera.speed = ((trigger & 0x3E00) >> 6) + 1; Camera.type = heavy ? HEAVY_CAMERA : FIXED_CAMERA; } break; case TO_FLYBY: trigger = *(data++); if (keyResult == 1) break; if (triggerType == TRIGGER_TYPES::ANTIPAD || triggerType == TRIGGER_TYPES::ANTITRIGGER || triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER) UseSpotCam = false; else { spotCamIndex = 0; if (SpotCamRemap[value] != 0) { for (int i = 0; i < SpotCamRemap[value]; i++) { spotCamIndex += CameraCnt[i]; } } if (!(SpotCam[spotCamIndex].flags & SCF_CAMERA_ONE_SHOT)) { if (trigger & 0x100) SpotCam[spotCamIndex].flags |= SCF_CAMERA_ONE_SHOT; if (!UseSpotCam || CurrentLevel == 0) { UseSpotCam = true; if (LastSpotCam != value) TrackCameraInit = false; InitialiseSpotCam(value); } } } break; case TO_TARGET: cameraItem = &Items[value]; break; case TO_SINK: Lara.currentActive = value + 1; break; case TO_FLIPMAP: flipAvailable = true; if (FlipMap[value] & 0x100) break; if (triggerType == TRIGGER_TYPES::SWITCH) FlipMap[value] ^= (flags & 0x3E00); else if (flags & 0x3E00) FlipMap[value] |= (flags & 0x3E00); if ((FlipMap[value] & 0x3E00) == 0x3E00) { if (flags & 0x100) FlipMap[value] |= 0x100; if (!FlipStatus) flip = value; } else if (FlipStatus) flip = value; break; case TO_FLIPON: flipAvailable = true; if ((FlipMap[value] & 0x3E00) == 0x3E00 && !FlipStatus) flip = value; break; case TO_FLIPOFF: flipAvailable = true; if ((FlipMap[value] & 0x3E00) == 0x3E00 && FlipStatus) flip = value; break; case TO_FLIPEFFECT: TriggerTimer = timer; newEffect = value; break; case TO_FINISH: RequiredStartPos = false; LevelComplete = CurrentLevel + 1; break; case TO_CD: PlaySoundTrack(value, flags); break; case TO_CUTSCENE: // TODO: not used for now break; case TO_LUA_SCRIPT: trigger = *(data++); g_GameScript->ExecuteTrigger(trigger & 0x7FFF); break; default: break; } } while (!(trigger & 0x8000)); if (cameraItem && (Camera.type == FIXED_CAMERA || Camera.type == HEAVY_CAMERA)) Camera.item = cameraItem; if (flip != -1) DoFlipMap(flip); if (newEffect != -1 && (flip || !flipAvailable)) { FlipEffect = newEffect; FlipTimer = 0; } } void UpdateSky() { GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel); if (level->Layer1.Enabled) { SkyPos1 += level->Layer1.CloudSpeed; if (SkyPos1 <= 9728) { if (SkyPos1 < 0) SkyPos1 += 9728; } else { SkyPos1 -= 9728; } } if (level->Layer1.Enabled) { SkyPos2 += level->Layer2.CloudSpeed; if (SkyPos2 <= 9728) { if (SkyPos2 < 0) SkyPos2 += 9728; } else { SkyPos2 -= 9728; } } } void ActivateKey() { KeyTriggerActive = 1; } void ActivateCamera() { KeyTriggerActive = 2; } short GetDoor(FLOOR_INFO* floor) { if (!floor->index) return NO_ROOM; short* data = &FloorData[floor->index]; short type = *(data++); if (((type & DATA_TYPE) == TILT_TYPE) || ((type & DATA_TYPE) == SPLIT1) || ((type & DATA_TYPE) == SPLIT2) || ((type & DATA_TYPE) == NOCOLF1B) || ((type & DATA_TYPE) == NOCOLF1T) || ((type & DATA_TYPE) == NOCOLF2B) || ((type & DATA_TYPE) == NOCOLF2T)) { if (type & END_BIT) return NO_ROOM; data++; type = *(data++); } if (((type & DATA_TYPE) == ROOF_TYPE) || ((type & DATA_TYPE) == SPLIT3) || ((type & DATA_TYPE) == SPLIT4) || ((type & DATA_TYPE) == NOCOLC1B) || ((type & DATA_TYPE) == NOCOLC1T) || ((type & DATA_TYPE) == NOCOLC2B) || ((type & DATA_TYPE) == NOCOLC2T)) { if (type & END_BIT) return NO_ROOM; data++; type = *(data++); } if ((type & DATA_TYPE) == DOOR_TYPE) return (*data); return NO_ROOM; } void Inject_Control() { INJECT(0x00416760, TestTriggers); INJECT(0x004167B0, TestTriggers); }