#pragma once #include "control.h" struct FX_INFO { PHD_3DPOS pos; short roomNumber; short objectNumber; short nextFx; short nextActive; short speed; short fallspeed; short frameNumber; short counter; short shade; short flag1; short flag2; }; extern FX_INFO* Effects; int ItemNearLara(PHD_3DPOS* pos, int radius); void StopSoundEffect(short sampleIndex); short DoBloodSplat(int x, int y, int z, short speed, short yRot, short roomNumber); //void SoundEffects(); void AddFootprint(ITEM_INFO* item); void ControlWaterfallMist(short itemNumber); void void_effect(ITEM_INFO* item); void finish_level_effect(ITEM_INFO* item); void turn180_effect(ITEM_INFO* item); void floor_shake_effect(ITEM_INFO* item); void SoundFlipEffect(ITEM_INFO* item); void RubbleFX(ITEM_INFO* item); void PoseidonSFX(ITEM_INFO* item); void ActivateCamera(ITEM_INFO* item); void ActivateKey(ITEM_INFO* item); void SwapCrowbar(ITEM_INFO* item); void ExplosionFX(ITEM_INFO* item); void LaraLocation(ITEM_INFO* item); void LaraLocationPad(ITEM_INFO* item); void ResetTest(ITEM_INFO* item); void KillActiveBaddies(ITEM_INFO* item); void lara_hands_free(ITEM_INFO* item); void shoot_right_gun(ITEM_INFO* item); void shoot_left_gun(ITEM_INFO* item); void SetFog(ITEM_INFO* item); void invisibility_on(ITEM_INFO* item); void invisibility_off(ITEM_INFO* item); void reset_hair(ITEM_INFO* item); void TL_1(ITEM_INFO* item); void TL_2(ITEM_INFO* item); void TL_3(ITEM_INFO* item); void TL_4(ITEM_INFO* item); void TL_5(ITEM_INFO* item); void TL_6(ITEM_INFO* item); void TL_7(ITEM_INFO* item); void TL_8(ITEM_INFO* item); void TL_9(ITEM_INFO* item); void TL_10(ITEM_INFO* item); void TL_11(ITEM_INFO* item); void TL_12(ITEM_INFO* item); void Richochet(PHD_3DPOS* pos); void DoLotsOfBlood(int x, int y, int z, int speed, short direction, short roomNumber, int count);