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- changed mgLOS from TR3 to TR5. - changed a bit GetTiltType() that normally return short. - changed a bit CollideStaticObjects() and LaraBaddieCollision() to use "vector<short>" instead of "array". - fixed GetCollidedObjects() where "collidedItems[numItems] = NULL" is called before last return. - created GetRoomList() to get the roomList with vector or array return. - structured some function.
25 lines
No EOL
956 B
C
25 lines
No EOL
956 B
C
#pragma once
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#include "../Global/global.h"
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#define cutseq_givelara_pistols ((void(__cdecl*)()) 0x00422680)
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#define cutseq_removelara_pistols ((void(__cdecl*)()) 0x004226B0)
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#define cutseq_givelara_hk ((void(__cdecl*)()) 0x004226E0)
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#define cutseq_removelara_hk ((void(__cdecl*)()) 0x00422700)
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enum LARA_MESH_MASK
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{
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LARA_ONLY_LEGS = (0 << 1),
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LARA_ONLY_ARMS = (1 << 1),
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LARA_ONLY_TORSO = (2 << 1),
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LARA_ONLY_HEAD = (4 << 1),
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LARA_ONLY_LEFT_ARM = (8 << 1),
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LARA_ONLY_RIGHT_ARM = (16 << 1),
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LARA_LEGS_TORSO_HEAD = (32 << 1),
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LARA_LEGS_TORSO_HEAD_ARMS = (64 << 1)
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};
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short GF(short animIndex, short frameToStart); // for lara
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short GF2(short objectID, short animIndex, short frameToStart); // for entity
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void GetRoomList(short roomNumber, short* roomArray, short* numRooms); // return the value via roomArray and numRooms
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void GetRoomList(short roomNumber, vector<short>* DestRoomList); // return the value via DestRoomList
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