#include "game.h" #include "..\Game\gameflow.h" #include "..\Game\spotcam.h" #include "..\Game\box.h" #include "..\Game\lot.h" #include "..\Game\effects.h" #include "..\Game\items.h" #include "..\Game\healt.h" #include "..\Game\Camera.h" #include "..\Game\pickup.h" #include "..\Game\draw.h" #include "..\Game\hair.h" #include "..\Game\inventory.h" #include "roomload.h" #include #include /*void DoTitleFMV() { } void LoadScreen(int index, int num) { }*/ /*unsigned __stdcall GameMainThread(void*) { DB_Log(2, "GameMain - DLL"); printf("GameMain\n"); MatrixPtr = MatrixStack; DxMatrixPtr = (byte*)malloc(48 * 40); InitGameMalloc(); TIME_Init(); //ResetSoundThings(); //SOUND_Init(); LoadNewStrings(); DoGameflow(); GameClose(); //ResetSoundThings(); PostMessageA((HWND)WindowsHandle, 0x10u, 0, 0); _endthreadex(1); r*eturn 1; }*/ /*void DoTitle(int index) { DB_Log(2, "DoTitle - DLL"); printf("DoTitle\n"); DoLevel(1); return; S_LoadLevelFile(0); g_Inventory->DoTitleInventory(); }*/ /*void DoLevel(int index) { CreditsDone = false; //DoTitleFMV(); CanLoad = false; InitialiseTitleOptionsMaybe(255, 0); Savegame.Level.Timer = 0; Savegame.Game.Timer = 0; Savegame.Level.Distance = 0; Savegame.Game.Distance = 0; Savegame.Level.AmmoUsed = 0; Savegame.Game.AmmoUsed = 0; Savegame.Level.AmmoHits = 0; Savegame.Game.AmmoHits = 0; Savegame.Level.Kills = 0; Savegame.Game.Kills = 0; //num_fmvs = 0; //fmv_to_play[1] = 0; //fmv_to_play[0] = 0; //IsLevelLoading = true; S_LoadLevelFile(index); //while (IsLevelLoading); printf("Starting rendering\n"); //while(true) // TestRenderer(); LastInventoryItem = -1; DelCutSeqPlayer = 0; InitSpotCamSequences(); TitleControlsLockedOut = false; IsAtmospherePlaying = false; InitialiseFXArray(true); InitialiseLOTarray(true); InitialisePickupDisplay(); InitialiseCamera(); printf("InitialiseCamera OK\n"); printf("Initialised\n"); //while (true) //TriggerTitleSpotcam(1); InitialiseHair(); ControlPhase(2, 0); printf("After control\n"); nFrames = 2; GameStatus = ControlPhase(2, 0); //JustLoaded = 0; while (!GameStatus || true) { Sound_UpdateScene(); nFrames = DrawPhaseGame(); GameStatus = ControlPhase(nFrames, 0); } }*/ void Inject_Game() { /*INJECT(0x004B2090, DoTitleFMV); INJECT(0x004AC810, LoadScreen); INJECT(0x00435C70, DoTitle);*/ }