#pragma once #include "../math/types.h" #include <stdint.h> bool Lara_Cheat_GiveAllKeys(void); bool Lara_Cheat_GiveAllGuns(void); bool Lara_Cheat_GiveAllItems(void); void Lara_Cheat_GetStuff(void); void Lara_Cheat_EndLevel(void); bool Lara_C
The header file you've provided appears to be a part of a cheat system for a game, likely related to modifying gameplay mechanics for testing or debugging purposes in a platform-like environment. Here's a brief explanation of what each function likely represents based on conventional naming and usage patterns:
1. **Lara_Cheat_GiveAllKeys()**: This function would grant the player all available keys within the game. The player's ability to unlock specific doors or areas would be enhanced.
2. **Lara_Cheat_GiveAllGuns()**: This function would provide the player with every weapon (or gun) available in the game, allowing for enhanced combat capabilities.
3. **Lara_Cheat_GiveAllItems()**: This would give the player access to all collectible items in the game, which might include health packs, ammo, or other essential items.
4. **Lara_Cheat_GetStuff()**: This function could be a catch-all function that gives the player a variety of essential items, potentially including weapons, keys, and health.
5. **Lara_Cheat_EndLevel()**: This function likely allows the player to end the current level and proceed to the next, useful for testing or bypassing certain sections in development.
6. **Lara_Cheat_KillEnemy(int16_t item_num)**: This function presumably allows the player to kill a specific enemy, identified by `item_num`, which might correspond to the enemy's ID in the game.
7. **Lara_Cheat_OpenNearestDoor()**: This function would programmatically open the nearest door in the game, useful if the player is stuck or wants to explore freely.
8. **Lara_Cheat_EnterFlyMode()**: This would activate a flying mode for the player character, allowing them to bypass obstacles and navigate levels freely.
9. **Lara_Cheat_ExitFlyMode()**: This function would deactivate the flying mode, returning the player to normal gameplay mechanics.
10. **Lara_Cheat_Teleport(XYZ_32 pos, int16_t room_num)**: This function allows the player to teleport to a specific position within a room, represented by the `XYZ_32` structure (which would typically hold coordinates) and identifies which room to teleport to via `room_num`.
The provided code is a clear and structured implementation for a game cheat system, scriptable in C/C++. Such systems are typically used in game development for testing and debugging purposes before the final release.
Update (2025-07-18):
The code snippet you have provided is a header file that appears to define a set of cheat functions for a game, likely one based on the Tomb Raider franchise, given the naming conventions associated with the character "Lara". Below is a brief explanation of the functions and their purpose based on common game development practices:
```cpp
#pragma once
#include "../math/types.h" // Includes custom math types, possibly for 3D vectors.
#include // Includes fixed-width integer types.
bool Lara_Cheat_GiveAllKeys(void); // Function to give the player all keys.
bool Lara_Cheat_GiveAllGuns(void); // Function to give the player all guns.
bool Lara_Cheat_GiveAllItems(void); // Function to give the player all items.
void Lara_Cheat_GetStuff(void); // Function to trigger a general cheat for various items/stuff.
void Lara_Cheat_EndLevel(void); // Function to end the current level, likely transitioning to the next.
bool Lara_Cheat_KillEnemy(int16_t item_num); // Function to kill a specific enemy by its identifier.
bool Lara_Cheat_OpenNearestDoor(void); // Function to open the nearest door in the game.
bool Lara_Cheat_EnterFlyMode(void); // Function to enable flying mode for the player.
bool Lara_Cheat_ExitFlyMode(void); // Function to disable flying mode.
bool Lara_Cheat_Teleport(XYZ_32 pos, int16_t room_num); // Function to teleport the player to a specified position and room.
```
### Possible Use Cases
- **Testing and Debugging**: These cheat functions are often utilized by developers to quickly test different aspects of the game without going through normal gameplay.
- **Player Experience**: Players might use cheat codes like these to enhance their experience, skip difficult sections, or experiment with game mechanics.
### Notes
- The functions are likely to interact with various game systems, such as inventory management, level progression, and physics.
- The exact implementation of these functions would depend on the underlying game engine and architecture.
- To ensure proper usability, it would be essential to manage game state changes appropriately when these cheats are invoked.
### Recommendations
If you plan to implement these functions, consider proper error handling and game state management, as directly manipulating game variables could lead to unintended consequences or a corrupted game state.


