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144 lines
6.3 KiB
C
144 lines
6.3 KiB
C
#pragma once
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#include "../Global/global.h"
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extern int NextBat;
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extern BAT_STRUCT* Bats;
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extern int NextSpider;
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extern SPIDER_STRUCT* Spiders;
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extern int NextRat;
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extern RAT_STRUCT* Rats;
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void InitialiseGuard(short itemNum);
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void InitialiseSniper(short itemNum);
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void InitialiseGuardLaser(short itemNum);
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void InitialiseSubmarine(short itemNum);
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void InitialiseDoberman(short itemNum);
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void InitialiseDog(short itemNum);
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void InitialiseReaper(short itemNum);
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void InitialiseLarson(short itemNum);
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void InitialiseHitman(short itemNum);
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void InitialiseHydra(short itemNum);
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void InitialiseImp(short itemNum);
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void InitialiseLightingGuide(short itemNum);
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void InitialiseBrownBeast(short itemNum);
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void InitialiseInvisibleGhost(short itemNum);
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void InitialiseGladiator(short itemNum);
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/// void InitialiseRomanStatue(short itemNum)
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void InitialiseAutoGuns(short itemNum);
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void InitialisePushableBlock(short itemNum);
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void ClearMovableBlockSplitters(int x, int y, int z, short roomNumber);
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void PushableBlockControl(short itemNumber);
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void PushableBlockCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
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int TestBlockMovable(ITEM_INFO* item, int blokhite);
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int TestBlockPush(ITEM_INFO* item, int blokhite, unsigned short quadrant);
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int TestBlockPull(ITEM_INFO* item, int blokhite, short quadrant);
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void GuardControl(short itemNum);
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void ControlDoberman(short itemNumber);
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void ControlReaper(short itemNumber);
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void SniperControl(short itemNumber);
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void ImpThrowStones(ITEM_INFO* item);
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void ControlImp(short itemNumber);
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void ControlGladiator(short itemNumber);
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void ControlBrowsBeast(short itemNumber);
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void ControlInvisibleGhost(short itemNumber);
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short GetNextRat();
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void ControlLittleRats(short itemNumber);
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void InitialiseMafia2(short itemNum);
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void Mafia2Control(short itemNum);
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void ControlDog(short itemNumber);
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void ControlLarson(short itemNumber);
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void InitialiseRaisingBlock(short itemNumber);
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void ControlRaisingBlock(short itemNumber);
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void InitialiseTeethSpikes(short itemNumber);
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int CollidedWithTeethSpikes(ITEM_INFO* item);
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void ControlTeethSpikes(short itemNumber);
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void PulseLightControl(short itemNumber);
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void TriggerAlertLight(int x, int y, int z, int r, int g, int b, int rot, __int16 roomNumber, __int16 falloff);
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void StrobeLightControl(short itemNumber);
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void ColorLightControl(short itemNumber);
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void ElectricalLightControl(short itemNumber);
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void BlinkingLightControl(short itemNumber);
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void InitialiseTwoBlocksPlatform(short itemNumber);
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void TwoBlocksPlatformControl(short itemNumber);
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void TwoBlocksPlatformFloor(ITEM_INFO* item, int x, int y, int z, int* height);
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void TwoBlocksPlatformCeiling(ITEM_INFO* item, int x, int y, int z, int* height);
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int IsOnTwoBlocksPlatform(ITEM_INFO* item, int x, int z);
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void InitialiseRaisingCog(short itemNumber);
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void RaisingCogControl(short itemNumber);
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void TriggerElectricityWiresSparks(int x, int z, char objNum, char node, int flags);
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void TriggerLaraElectricitySparks(int flame);
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int ElectricityWireCheckDeadlyBounds(PHD_VECTOR* pos, short delta);
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void ElectricityWiresControl(short itemNumber);
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void InitialiseRomeHammer(short itemNumber);
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void InitialiseSmokeEmitter(short itemNumber);
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void SmokeEmitterControl(short itemNumber);
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void RomanStatueHitEffect(ITEM_INFO* item, PHD_VECTOR* pos, int joint);
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void TriggerRomanStatueShockwaveAttackSparks(int x, int y, int z, byte r, byte g, byte b, byte size);
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void TriggerRomanStatueScreamingSparks(int x, int y, int z, short xv, short yv, short zv, int flags);
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void TriggerRomanStatueAttackEffect1(short itemNum, int factor);
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void RomanStatueAttack(PHD_3DPOS* pos, short roomNumber, short count);
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void TriggerRomanStatueMissileSparks(PHD_VECTOR* pos, char fxObj);
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void InitialiseRomanStatue(short itemNum);
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void ControlRomanStatue(short itemNumber);
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void InitialiseTeleporter(short itemNumber);
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void ControlTeleporter(short itemNumber);
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void InitialiseHighObject1(short itemNumber);
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void ControlHighObject1(short itemNumber);
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void VentilatorEffect(short* bounds, int intensity, short rot, int speed);
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void InitialiseVentilator(short itemNumber);
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void VentilatorControl(short itemNumber);
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void GenSlot1Control(short itemNumber);
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void InitialiseGenSlot3(short itemNumber);
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void DartControl(short itemNumber);
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void DartEmitterControl(short itemNumber);
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void FallingCeilingControl(short itemNumber);
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void RollingBallCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
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void RollingBallControl(short itemNumber);
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void DeathSlideCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);
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void ControlDeathSlide(short itemNumber);
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void InitialiseDeathSlide(short itemNumber);
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void ControlSubmarine(short itemNumber);
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void TriggerTorpedoBubbles(PHD_VECTOR* pos1, PHD_VECTOR* pos2, char factor);
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void TriggerSubmarineSparks(short itemNumber);
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void SubmarineAttack(ITEM_INFO* item);
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void TriggerTorpedoSparks2(PHD_VECTOR* pos1, PHD_VECTOR* pos2, char scale);
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void ChaffFlareControl(short itemNumber);
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void TorpedoControl(short itemNumber);
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void InitialiseLittleBats(short itemNumber);
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void ControlLittleBats(short itemNumber);
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short GetNextBat();
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void TriggerLittleBat(ITEM_INFO* item);
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void TriggerHitmanSparks(int x, int y, int z, short xv, short yv, short zv);
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void HitmanControl(short itemNumber);
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void ControlGunShip(short itemNumber);
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void ControlHydra(short itemNumber);
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void TriggerHydraSparks(short itemNumber, int frame);
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void HydraBubblesAttack(PHD_3DPOS* pos, short roomNumber, int count);
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void TriggerHydraMissileSparks(PHD_VECTOR* pos, short xv, short yv, short zv);
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void TriggerAutoGunSmoke(PHD_VECTOR* pos, char shade);
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void ControlAutoGuns(short itemNumber);
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void TriggerGuardianSparks(PHD_VECTOR* pos, int count, byte r, byte g, byte b, int unk);
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void GuardianCharge(ITEM_INFO* item);
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short GetNextSpider();
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void ControlSpiders(short itemNumber);
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void InitialiseSpiders(short itemNumber);
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void ClearSpidersPatch(ITEM_INFO* item);
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void ClearSpiders();
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void InitialiseLittleRats(short itemNumber);
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void ClearRats();
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void UpdateSpiders();
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void UpdateRats();
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void UpdateBats();
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void MissileControl(short itemNumber);
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void InitialiseGuardian(short itemNumber);
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void GuardianControl(short itemNumber);
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void ControlBodyPart(short fxNumber);
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void ExplodeFX(FX_INFO* fx, int noXZVel, int bits);
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void InitialiseLagoonWitch(short itemNumber);
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void ControlLagoonWitch(short itemNumber);
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void InitialiseChef(short itemNumber);
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void ControlChef(short itemNumber);
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void InitialiseLion(short itemNum);
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void LionControl(short itemNum);
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