REDRIVER2/src_rebuild/GAME/C/DEBRIS.H
Ilya Shurumov c40d40bd22 - added sources rebuilt with TDR and partially decompiled intro sequence
- moved necessary data to new sources
- running intro with TOMB5 HLE emulator
2020-03-28 03:25:35 +06:00

111 lines
3.7 KiB
C

#ifndef DEBRIS_H
#define DEBRIS_H
extern void PlacePoolForCar(struct _CAR_DATA *cp, struct CVECTOR *col, int front); // 0x00032C10
extern int AllocateLeaf(); // 0x00039A90
extern void ReleaseLeaf(short num); // 0x00039D8C
extern void AddLeaf(struct VECTOR *Position, int num_leaves, int Type); // 0x00033574
extern void SwirlLeaves(struct _CAR_DATA *cp); // 0x00039E54
extern void InitDebrisNames(); // 0x000337AC
extern void InitDebris(); // 0x00033B9C
extern int AllocateDebris(); // 0x00039A54
extern void ReleaseDebris(short num); // 0x00039D68
extern int AllocateSmoke(); // 0x00039ACC
extern void ReleaseSmoke(short num); // 0x00039DD4
extern void AddGroundDebris(); // 0x00033FA8
extern void DrawSmashable_sprites(); // 0x00034138
extern int MoveSmashable_object(); // 0x0003A234
extern void AddSmallStreetLight(struct CELL_OBJECT *cop, int x, int y, int z, int type); // 0x00034424
extern void AddLightEffect(struct CELL_OBJECT *cop, int x, int y, int z, int type, int colour); // 0x00034858
extern void PreLampStreak(); // 0x00034C6C
extern int find_lamp_streak(int LampId); // 0x00039B08
extern int damage_lamp(struct CELL_OBJECT *cop); // 0x00034D1C
extern int damage_object(struct CELL_OBJECT *cop, struct VECTOR *velocity); // 0x00034DAC
extern void AddTrafficLight(struct CELL_OBJECT *cop, int x, int y, int z, int flag, int yang); // 0x00034F64
extern void InitFXPos(struct VECTOR *vec, struct SVECTOR *svec, struct _CAR_DATA *cp); // 0x00039C90
extern void FindCarLightFade(struct MATRIX *carToCamera); // 0x00039C68
extern void ShowCarlight(struct SVECTOR *v1, struct _CAR_DATA *cp, struct CVECTOR *col, short size, struct TEXTURE_DETAILS *texture, int flag); // 0x000352CC
extern void ShowLight1(struct VECTOR *v1, struct CVECTOR *col, short size, struct TEXTURE_DETAILS *texture); // 0x0003555C
extern void ShowLight(struct VECTOR *v1, struct CVECTOR *col, short size, struct TEXTURE_DETAILS *texture); // 0x00035750
extern void ShowGroundLight(struct VECTOR *v1, struct CVECTOR *col, short size); // 0x0003642C
extern void RoundShadow(struct VECTOR *v1, struct CVECTOR *col, short size); // 0x00036688
extern void ShowFlare(struct VECTOR *v1, struct CVECTOR *col, short size, int rotation); // 0x000368D8
extern void DisplayWater(struct SMOKE *smoke); // 0x00036B6C
extern void DisplaySpark(struct SMOKE *spark); // 0x00036E18
extern void GetSmokeDrift(struct VECTOR *Wind); // 0x00037158
extern void Setup_Debris(struct VECTOR *ipos, struct VECTOR *ispeed, int num_debris, int type); // 0x00037250
extern void Setup_Smoke(struct VECTOR *ipos, int start_w, int end_w, int SmokeType, int WheelSpeed, struct VECTOR *Drift, int Exhaust); // 0x00037474
extern void Setup_Sparks(struct VECTOR *ipos, struct VECTOR *ispeed, int num_sparks, char SparkType); // 0x00037950
extern void DisplayDebris(struct DEBRIS *debris, char type); // 0x00037B14
extern void HandleDebris(); // 0x00038008
extern void DisplaySmoke(struct SMOKE *smoke); // 0x0003877C
extern void add_haze(int top_col, int bot_col, short ot_pos); // 0x00038CB4
extern void SetupRain(); // 0x00039DF8
extern int AllocateRainDrop(); // 0x0003A2D4
extern void ReleaseRainDrop(int RainIndex); // 0x00039DB0
extern void DrawRainDrops(); // 0x00038E08
extern void AddRainDrops(); // 0x0003919C
extern void DisplaySplashes(); // 0x00039468
extern void DisplayLightReflections(struct VECTOR *v1, struct CVECTOR *col, short size, struct TEXTURE_DETAILS *texture); // 0x000397C0
extern void DoLightning(); // 0x00039B78
extern void InitThunder(); // 0x0003A0BC
extern void RequestThunder(); // 0x0003A120
extern void DoThunder(); // 0x0003A144
extern void DoWeather(int weather); // 0x0003A000
extern int GetDebrisColour(struct _CAR_DATA *cp); // 0x00039FA8
#endif