struct _ native	// These are the global variables, the struct is only here to avoid extending the parser for this.
{
	native readonly Array<class<Actor> > AllActorClasses;
	native readonly Array<@PlayerClass> PlayerClasses;
	native readonly Array<@PlayerSkin> PlayerSkins;
	native readonly Array<@Team> Teams;
	native int validcount;
	native readonly bool multiplayer;
	native play @LevelLocals level;
	native @KeyBindings Bindings;
	native @KeyBindings AutomapBindings;
	native play @DehInfo deh;
	native readonly @GameInfoStruct gameinfo;
	native play @PlayerInfo players[MAXPLAYERS];
	native readonly bool playeringame[MAXPLAYERS];

	native readonly bool automapactive;
	native play uint gameaction;
	native readonly int gamestate;
	native readonly TextureID skyflatnum;
	native readonly uint8 globalfreeze;
	native readonly int consoleplayer;
	native readonly Font smallfont;
	native readonly Font smallfont2;
	native readonly Font bigfont;
	native readonly Font confont;
	native readonly Font intermissionfont;
	native readonly int CleanXFac;
	native readonly int CleanYFac;
	native readonly int CleanWidth;
	native readonly int CleanHeight;
	native readonly int CleanXFac_1;
	native readonly int CleanYFac_1;
	native readonly int CleanWidth_1;
	native readonly int CleanHeight_1;
	native ui int menuactive;
	native readonly @FOptionMenuSettings OptionMenuSettings;
	native readonly int gametic;
	native readonly bool demoplayback;
	native ui int BackbuttonTime;
	native ui float BackbuttonAlpha;
	native readonly int Net_Arbitrator;
	native ui BaseStatusBar StatusBar;
	native readonly Weapon WP_NOCHANGE;
	native int LocalViewPitch;
	
}

struct TexMan
{
	enum EUseTypes
	{
		Type_Any,
		Type_Wall,
		Type_Flat,
		Type_Sprite,
		Type_WallPatch,
		Type_Build,
		Type_SkinSprite,
		Type_Decal,
		Type_MiscPatch,
		Type_FontChar,
		Type_Override,	// For patches between TX_START/TX_END
		Type_Autopage,	// Automap background - used to enable the use of FAutomapTexture
		Type_SkinGraphic,
		Type_Null,
		Type_FirstDefined,
	};

	enum EFlags
	{
		TryAny = 1,
		Overridable = 2,
		ReturnFirst = 4,
		AllowSkins = 8,
		ShortNameOnly = 16,
		DontCreate = 32
	};
	
	enum ETexReplaceFlags
	{
		NOT_BOTTOM			= 1,
		NOT_MIDDLE			= 2,
		NOT_TOP				= 4,
		NOT_FLOOR			= 8,
		NOT_CEILING			= 16,
		NOT_WALL			= 7,
		NOT_FLAT			= 24
	};

	native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
	native static void ReplaceTextures(String from, String to, int flags);
	native static String GetName(TextureID tex);
	native static int, int GetSize(TextureID tex);
	native static Vector2 GetScaledSize(TextureID tex);
	native static Vector2 GetScaledOffset(TextureID tex);
	native static int CheckRealHeight(TextureID tex);

	native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
}

enum DrawTextureTags
{
	TAG_USER = (1<<30),
	DTA_Base = TAG_USER + 5000,
	DTA_DestWidth,		// width of area to draw to
	DTA_DestHeight,		// height of area to draw to
	DTA_Alpha,			// alpha value for translucency
	DTA_FillColor,		// color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
	DTA_TranslationIndex, // translation table to recolor the source
	DTA_AlphaChannel,	// bool: the source is an alpha channel; used with DTA_FillColor
	DTA_Clean,			// bool: scale texture size and position by CleanXfac and CleanYfac
	DTA_320x200,		// bool: scale texture size and position to fit on a virtual 320x200 screen
	DTA_Bottom320x200,	// bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
	DTA_CleanNoMove,	// bool: like DTA_Clean but does not reposition output position
	DTA_CleanNoMove_1,	// bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
	DTA_FlipX,			// bool: flip image horizontally	//FIXME: Does not work with DTA_Window(Left|Right)
	DTA_ShadowColor,	// color of shadow
	DTA_ShadowAlpha,	// alpha of shadow
	DTA_Shadow,			// set shadow color and alphas to defaults
	DTA_VirtualWidth,	// pretend the canvas is this wide
	DTA_VirtualHeight,	// pretend the canvas is this tall
	DTA_TopOffset,		// override texture's top offset
	DTA_LeftOffset,		// override texture's left offset
	DTA_CenterOffset,	// bool: override texture's left and top offsets and set them for the texture's middle
	DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
	DTA_WindowLeft,		// don't draw anything left of this column (on source, not dest)
	DTA_WindowRight,	// don't draw anything at or to the right of this column (on source, not dest)
	DTA_ClipTop,		// don't draw anything above this row (on dest, not source)
	DTA_ClipBottom,		// don't draw anything at or below this row (on dest, not source)
	DTA_ClipLeft,		// don't draw anything to the left of this column (on dest, not source)
	DTA_ClipRight,		// don't draw anything at or to the right of this column (on dest, not source)
	DTA_Masked,			// true(default)=use masks from texture, false=ignore masks
	DTA_HUDRules,		// use fullscreen HUD rules to position and size textures
	DTA_HUDRulesC,		// only used internally for marking HUD_HorizCenter
	DTA_KeepRatio,		// doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
	DTA_RenderStyle,	// same as render style for actors
	DTA_ColorOverlay,	// DWORD: ARGB to overlay on top of image; limited to black for software
	DTA_Internal1,
	DTA_Internal2,
	DTA_Desaturate,		// explicit desaturation factor (does not do anything in Legacy OpenGL)
	DTA_Fullscreen,		// Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)

	// floating point duplicates of some of the above:
	DTA_DestWidthF,
	DTA_DestHeightF,
	DTA_TopOffsetF,
	DTA_LeftOffsetF,
	DTA_VirtualWidthF,
	DTA_VirtualHeightF,
	DTA_WindowLeftF,
	DTA_WindowRightF,

	// For DrawText calls only:
	DTA_TextLen,		// stop after this many characters, even if \0 not hit
	DTA_CellX,			// horizontal size of character cell
	DTA_CellY,			// vertical size of character cell

	DTA_Color,
	DTA_FlipY,			// bool: flip image vertically
	DTA_SrcX,			// specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
	DTA_SrcY,
	DTA_SrcWidth,
	DTA_SrcHeight,
	DTA_LegacyRenderStyle,	// takes an old-style STYLE_* constant instead of an FRenderStyle

};

class Shape2D : Object native
{
	enum EClearWhich
	{
		C_Verts = 1,
		C_Coords = 2,
		C_Indices = 4,
	};

	native void Clear( int which = C_Verts|C_Coords|C_Indices );
	native void PushVertex( Vector2 v );
	native void PushCoord( Vector2 c );
	native void PushTriangle( int a, int b, int c );
}

struct Screen native
{
	native static Color PaletteColor(int index);
	native static int GetWidth();
	native static int GetHeight();
	native static void Clear(int left, int top, int right, int bottom, Color color, int palcolor = -1);
	native static void Dim(Color col, double amount, int x, int y, int w, int h);

	native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
	native static vararg void DrawShape(TextureID tex, bool animate, Shape2D s, ...);
	native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
	native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
	native static void DrawLine(int x0, int y0, int x1, int y1, Color color);
	native static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, Color color);
	native static void DrawFrame(int x, int y, int w, int h);
	native static Vector2, Vector2 VirtualToRealCoords(Vector2 pos, Vector2 size, Vector2 vsize, bool vbottom=false, bool handleaspect=true);
	native static double GetAspectRatio();
	native static void SetClipRect(int x, int y, int w, int h);
	native static void ClearClipRect();
	native static int, int, int, int GetClipRect();
	native static int, int, int, int GetViewWindow();
	
	
	// This is a leftover of the abandoned Inventory.DrawPowerup method.
	deprecated("2.5") static ui void DrawHUDTexture(TextureID tex, double x, double y)
	{
		statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
	}
}

struct Font native
{
	enum EColorRange
	{
		CR_UNDEFINED = -1,
		CR_BRICK,
		CR_TAN,
		CR_GRAY,
		CR_GREY = CR_GRAY,
		CR_GREEN,
		CR_BROWN,
		CR_GOLD,
		CR_RED,
		CR_BLUE,
		CR_ORANGE,
		CR_WHITE,
		CR_YELLOW,
		CR_UNTRANSLATED,
		CR_BLACK,
		CR_LIGHTBLUE,
		CR_CREAM,
		CR_OLIVE,
		CR_DARKGREEN,
		CR_DARKRED,
		CR_DARKBROWN,
		CR_PURPLE,
		CR_DARKGRAY,
		CR_CYAN,
		CR_ICE,
		CR_FIRE,
		CR_SAPPHIRE,
		CR_TEAL,
		NUM_TEXT_COLORS
	};
	
	const TEXTCOLOR_BRICK			= "\034A";
	const TEXTCOLOR_TAN				= "\034B";
	const TEXTCOLOR_GRAY			= "\034C";
	const TEXTCOLOR_GREY			= "\034C";
	const TEXTCOLOR_GREEN			= "\034D";
	const TEXTCOLOR_BROWN			= "\034E";
	const TEXTCOLOR_GOLD			= "\034F";
	const TEXTCOLOR_RED				= "\034G";
	const TEXTCOLOR_BLUE			= "\034H";
	const TEXTCOLOR_ORANGE			= "\034I";
	const TEXTCOLOR_WHITE			= "\034J";
	const TEXTCOLOR_YELLOW			= "\034K";
	const TEXTCOLOR_UNTRANSLATED	= "\034L";
	const TEXTCOLOR_BLACK			= "\034M";
	const TEXTCOLOR_LIGHTBLUE		= "\034N";
	const TEXTCOLOR_CREAM			= "\034O";
	const TEXTCOLOR_OLIVE			= "\034P";
	const TEXTCOLOR_DARKGREEN		= "\034Q";
	const TEXTCOLOR_DARKRED			= "\034R";
	const TEXTCOLOR_DARKBROWN		= "\034S";
	const TEXTCOLOR_PURPLE			= "\034T";
	const TEXTCOLOR_DARKGRAY		= "\034U";
	const TEXTCOLOR_CYAN			= "\034V";
	const TEXTCOLOR_ICE				= "\034W";
	const TEXTCOLOR_FIRE			= "\034X";
	const TEXTCOLOR_SAPPHIRE		= "\034Y";
	const TEXTCOLOR_TEAL			= "\034Z";

	const TEXTCOLOR_NORMAL			= "\034-";
	const TEXTCOLOR_BOLD			= "\034+";

	const TEXTCOLOR_CHAT			= "\034*";
	const TEXTCOLOR_TEAMCHAT		= "\034!";
	

	native int GetCharWidth(int code);
	native int StringWidth(String code);
	native int GetHeight();
	native String GetCursor();

	native static int FindFontColor(Name color);
	native static Font FindFont(Name fontname);
	native static Font GetFont(Name fontname);
	native BrokenLines BreakLines(String text, int maxlen);
}

struct Translation version("2.4")
{
	Color colors[256];
	
	native int AddTranslation();
	native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
	native static int GetID(Name transname);
	static int MakeID(int group, int num)
	{
		return (group << 16) + num;
	}
}

struct Console native
{
	native static void HideConsole();
	native static void MidPrint(Font fontname, string textlabel, bool bold = false);
	native static vararg void Printf(string fmt, ...);
}

struct DamageTypeDefinition native
{
	native static bool IgnoreArmor(Name type);
}

struct CVar native
{
	enum ECVarType
	{
		CVAR_Bool,
		CVAR_Int,
		CVAR_Float,
		CVAR_String,
		CVAR_Color,
	};

	native static CVar FindCVar(Name name);
	native static CVar GetCVar(Name name, PlayerInfo player = null);
	bool GetBool() { return GetInt(); }
	native int GetInt();
	native double GetFloat();
	native String GetString();
	void SetBool(bool b) { SetInt(b); }
	native void SetInt(int v);
	native void SetFloat(double v);
	native void SetString(String s);
	native int GetRealType();
	native int ResetToDefault();
}

struct GIFont version("2.4")
{
	Name fontname;
	Name color;
};

struct GameInfoStruct native
{
	// will be extended as needed.
	native Name backpacktype;
	native double Armor2Percent;
	native String ArmorIcon1;
	native String ArmorIcon2;
	native int gametype;
	native bool norandomplayerclass;
	native Array<Name> infoPages;
	native String mBackButton;
	native GIFont mStatscreenMapNameFont;
	native GIFont mStatscreenEnteringFont;
	native GIFont mStatscreenFinishedFont;
	native double gibfactor;
	native bool intermissioncounter;
	native Name mSliderColor;
}

class Object native
{
	native bool bDestroyed;

	// These really should be global functions...
	native static String G_SkillName();
	native static int G_SkillPropertyInt(int p);
	native static double G_SkillPropertyFloat(int p);
	native static vector3, int G_PickDeathmatchStart();
	native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
	native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
	native static void S_PauseSound (bool notmusic, bool notsfx);
	native static void S_ResumeSound (bool notsfx);
	native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
	native static float S_GetLength(Sound sound_id);
	native static uint BAM(double angle);
	native static void SetMusicVolume(float vol);
	native static uint MSTime();
	native vararg static void ThrowAbortException(String fmt, ...);

	native virtualscope void Destroy();

	// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
	virtual virtualscope void OnDestroy() {}
}

class BrokenLines : Object native version("2.4")
{
	native int Count();
	native int StringWidth(int line);
	native String StringAt(int line);
}

class Thinker : Object native play
{
	enum EStatnums
	{
 		// Thinkers that don't actually think
		STAT_INFO,								// An info queue
		STAT_DECAL,								// A decal
		STAT_AUTODECAL,							// A decal that can be automatically deleted
		STAT_CORPSEPOINTER,						// An entry in Hexen's corpse queue
		STAT_TRAVELLING,						// An actor temporarily travelling to a new map
		STAT_STATIC,

		// Thinkers that do think
		STAT_FIRST_THINKING=32,
		STAT_SCROLLER=STAT_FIRST_THINKING,		// A DScroller thinker
		STAT_PLAYER,							// A player actor
		STAT_BOSSTARGET,						// A boss brain target
		STAT_LIGHTNING,							// The lightning thinker
		STAT_DECALTHINKER,						// An object that thinks for a decal
		STAT_INVENTORY,							// An inventory item
		STAT_LIGHT,								// A sector light effect
		STAT_LIGHTTRANSFER,						// A sector light transfer. These must be ticked after the light effects.
		STAT_EARTHQUAKE,						// Earthquake actors
		STAT_MAPMARKER,							// Map marker actors
		STAT_DLIGHT,							// Dynamic lights

		STAT_USER = 70,
		STAT_USER_MAX = 90,

		STAT_DEFAULT = 100,						// Thinkers go here unless specified otherwise.
		STAT_SECTOREFFECT,						// All sector effects that cause floor and ceiling movement
		STAT_ACTORMOVER,						// actor movers
		STAT_SCRIPTS,							// The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
		STAT_BOT,								// Bot thinker
		MAX_STATNUM = 127
	}

	const TICRATE = 35;
	
	virtual native void Tick();
	virtual native void PostBeginPlay();
	virtual native void ChangeStatNum(int stat);
	
	static clearscope int Tics2Seconds(int tics)
	{
		return int(tics / TICRATE);
	}

}

class ThinkerIterator : Object native
{
	native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
	native Thinker Next(bool exact = false);
	native void Reinit();
}

class ActorIterator : Object native
{	
	native static ActorIterator Create(int tid, class<Actor> type = "Actor");
	native Actor Next();
	native void Reinit();
}

class BlockThingsIterator : Object native
{
	native Actor thing;
	native Vector3 position;
	native int portalflags;
	
	native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
	native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
	native bool Next();
}

class BlockLinesIterator : Object native
{
	native Line CurLine;
	native Vector3 position;
	native int portalflags;
	
	native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
	native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
	native bool Next();
}

enum ETraceStatus
{
	TRACE_Stop,		// stop the trace, returning this hit
	TRACE_Continue,		// continue the trace, returning this hit if there are none further along
	TRACE_Skip,		// continue the trace; do not return this hit
	TRACE_Abort		// stop the trace, returning no hits
}

enum ETraceFlags
{
	TRACE_NoSky		= 0x0001,	// Hitting the sky returns TRACE_HitNone
	//TRACE_PCross		= 0x0002,	// Trigger SPAC_PCROSS lines
	//TRACE_Impact		= 0x0004,	// Trigger SPAC_IMPACT lines
	TRACE_PortalRestrict	= 0x0008,	// Cannot go through portals without a static link offset.
	TRACE_ReportPortals	= 0x0010,	// Report any portal crossing to the TraceCallback
	//TRACE_3DCallback	= 0x0020,	// [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used
}


enum ETraceResult
{
	TRACE_HitNone,
	TRACE_HitFloor,
	TRACE_HitCeiling,
	TRACE_HitWall,
	TRACE_HitActor,
	TRACE_CrossingPortal
}

enum ELineTier
{
	TIER_Middle,
	TIER_Upper,
	TIER_Lower,
	TIER_FFloor
}

struct TraceResults native
{
	native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
	native TextureID HitTexture;
	native vector3 HitPos;
	native vector3 HitVector;
	native vector3 SrcFromTarget;
	native double SrcAngleFromTarget;

	native double Distance;
	native double Fraction;

	native Actor HitActor;		// valid if hit an actor. // originally called "Actor".

	native Line HitLine;		// valid if hit a line // originally called "Line".
	native uint8 Side;
	native uint8 Tier;		// see Tracer.ELineTier
	native bool unlinked;		// passed through a portal without static offset.

	native ETraceResult HitType;
	// F3DFloor *ffloor;

	native Sector CrossedWater;		// For Boom-style, Transfer_Heights-based deep water
	native vector3 CrossedWaterPos;	// remember the position so that we can use it for spawning the splash
	native Sector Crossed3DWater;		// For 3D floor-based deep water
	native vector3 Crossed3DWaterPos;
}

class LineTracer : Object native
{
	native @TraceResults Results;
	native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags);

	virtual ETraceStatus TraceCallback()
	{
		// Normally you would examine Results.HitType (for ETraceResult), and determine either:
		//  - stop tracing and return the entity that was found (return TRACE_Stop)
		//  - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
		//  - find last object of some type (return TRACE_Continue)
		//  - stop tracing entirely and assume we found nothing (return TRACE_Abort)
		// TRACE_Abort and TRACE_Continue are of limited use in scripting.

		return TRACE_Stop; // default callback returns first hit, whatever it is.
	}
}

struct DropItem native
{
	native readonly DropItem Next;
	native readonly name Name;
	native readonly int Probability;
	native readonly int Amount;
}

class SpotState : Object native
{
	native static SpotState GetSpotState();
	native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
	native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
	
}

struct LevelLocals native
{
	enum EUDMF
	{
		UDMF_Line,
		UDMF_Side,
		UDMF_Sector,
		//UDMF_Thing // not implemented
	};

	native Array<@Sector> Sectors;
	native Array<@Line> Lines;
	native Array<@Side> Sides;
	native readonly Array<@Vertex> Vertexes;
	native internal Array<@SectorPortal> SectorPortals;
	
	native readonly int time;
	native readonly int maptime;
	native readonly int totaltime;
	native readonly int starttime;
	native readonly int partime;
	native readonly int sucktime;
	native readonly int cluster;
	native readonly int clusterflags;
	native readonly int levelnum;
	native readonly String LevelName;
	native readonly String MapName;
	native String NextMap;
	native String NextSecretMap;
	native String F1Pic;
	native readonly int maptype;
	native readonly String Music;
	native readonly int musicorder;
	native readonly TextureID skytexture1;
	native readonly TextureID skytexture2;
	native float skyspeed1;
	native float skyspeed2;
	native int total_secrets;
	native int found_secrets;
	native int total_items;
	native int found_items;
	native int total_monsters;
	native int killed_monsters;
	native play double gravity;
	native play double aircontrol;
	native play double airfriction;
	native play int airsupply;
	native readonly double teamdamage;
	native readonly bool noinventorybar;
	native readonly bool monsterstelefrag;
	native readonly bool actownspecial;
	native readonly bool sndseqtotalctrl;
	native bool allmap;
	native readonly bool missilesactivateimpact;
	native readonly bool monsterfallingdamage;
	native readonly bool checkswitchrange;
	native readonly bool polygrind;
	native readonly bool nomonsters;
	native readonly bool allowrespawn;
	native bool frozen;
	native readonly bool infinite_flight;
	native readonly bool no_dlg_freeze;
	native readonly int fogdensity;
	native readonly int outsidefogdensity;
	native readonly int skyfog;
	native readonly float pixelstretch;
// level_info_t *info cannot be done yet.

	native String GetUDMFString(int type, int index, Name key);
	native int GetUDMFInt(int type, int index, Name key);
	native double GetUDMFFloat(int type, int index, Name key);
	native bool ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
	native static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
	native static void StartSlideshow(Name whichone = 'none');
	native static void WorldDone();
	native static void RemoveAllBots(bool fromlist);
	native void SetInterMusic(String nextmap);
	native String FormatMapName(int mapnamecolor);
	native bool IsJumpingAllowed() const;
	native bool IsCrouchingAllowed() const;
	native bool IsFreelookAllowed() const;

	native static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
	native static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
	native static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);	
	
	native static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false);
	native static clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false);
	native static clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false);

	native String GetChecksum() const;

	native void ChangeSky( TextureID sky1, TextureID sky2 );

	String TimeFormatted(bool totals = false)
	{
		int sec = Thinker.Tics2Seconds(totals? totaltime : time); 
		return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
	}
}

struct StringTable native
{
	native static String Localize(String val, bool prefixed = true);
}

// a few values of this need to be readable by the play code.
// Most are handled at load time and are omitted here.
struct DehInfo native
{
	native readonly int MaxSoulsphere;
	native readonly uint8 ExplosionStyle;
	native readonly double ExplosionAlpha;
	native readonly int NoAutofreeze;
	native readonly int BFGCells;
	native readonly int BlueAC;
}

struct State native
{
	native readonly State NextState;
	native readonly int sprite;
	native readonly int16 Tics;
	native readonly uint16 TicRange;
	native readonly uint8 Frame;		
	native readonly uint8 UseFlags;	
	native readonly int Misc1;
	native readonly int Misc2;
	native readonly uint16 bSlow;
	native readonly uint16 bFast;
	native readonly bool bFullbright;
	native readonly bool bNoDelay;
	native readonly bool bSameFrame;
	native readonly bool bCanRaise;
	native readonly bool bDehacked;
	
	native int DistanceTo(state other);
	native bool ValidateSpriteFrame();
	native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0));
}

struct F3DFloor native
{
}

struct Wads
{
	enum WadNamespace
	{
		ns_hidden = -1,

		ns_global = 0,
		ns_sprites,
		ns_flats,
		ns_colormaps,
		ns_acslibrary,
		ns_newtextures,
		ns_bloodraw,
		ns_bloodsfx,
		ns_bloodmisc,
		ns_strifevoices,
		ns_hires,
		ns_voxels,

		ns_specialzipdirectory,
		ns_sounds,
		ns_patches,
		ns_graphics,
		ns_music,

		ns_firstskin,
	}

	enum FindLumpNamespace
	{
		GlobalNamespace = 0,
		AnyNamespace = 1,
	}

	native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
	native static int CheckNumForFullName(string name);
	native static int FindLump(string name, int startlump = 0, FindLumpNamespace ns = GlobalNamespace);
	native static string ReadLump(int lump);
}

struct TerrainDef native
{
	native Name TerrainName;
	native int Splash;
	native int DamageAmount;
	native Name DamageMOD;
	native int DamageTimeMask;
	native double FootClip;
	native float StepVolume;
	native int WalkStepTics;
	native int RunStepTics;
	native Sound LeftStepSound;
	native Sound RightStepSound;
	native bool IsLiquid;
	native bool AllowProtection;
	native double Friction;
	native double MoveFactor;
};

enum EPickStart
{
	PPS_FORCERANDOM			= 1,
	PPS_NOBLOCKINGCHECK		= 2,
}

enum EmptyTokenType
{
	TOK_SKIPEMPTY = 0,
	TOK_KEEPEMPTY = 1,
}

// Although String is a builtin type, this is a convenient way to attach methods to it.
struct StringStruct native
{
	native static vararg String Format(String fmt, ...);
	native vararg void AppendFormat(String fmt, ...);

	native void Replace(String pattern, String replacement);
	native String Left(int len) const;
	native String Mid(int pos = 0, int len = 2147483647) const;
	native void Truncate(int newlen);
	native void Remove(int index, int remlen);
	native String CharAt(int pos) const;
	native int CharCodeAt(int pos) const;
	native String Filter();
	native int IndexOf(String substr, int startIndex = 0) const;
	deprecated("3.5.1") native int LastIndexOf(String substr, int endIndex = 2147483647) const;
	native int RightIndexOf(String substr, int endIndex = 2147483647) const;
	native void ToUpper();
	native void ToLower();
	native int ToInt(int base = 0) const;
	native double ToDouble() const;
	native void Split(out Array<String> tokens, String delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const;
}

class SectorEffect : Thinker native
{
	native protected Sector m_Sector;

	native Sector GetSector();
}

class Mover : SectorEffect native
{}

class MovingFloor : Mover native
{}

class MovingCeiling : Mover native
{}

class Floor : MovingFloor native
{
	// only here so that some constants and functions can be added. Not directly usable yet.
	enum EFloor
	{
		floorLowerToLowest,
		floorLowerToNearest,
		floorLowerToHighest,
		floorLowerByValue,
		floorRaiseByValue,
		floorRaiseToHighest,
		floorRaiseToNearest,
		floorRaiseAndCrush,
		floorRaiseAndCrushDoom,
		floorCrushStop,
		floorLowerInstant,
		floorRaiseInstant,
		floorMoveToValue,
		floorRaiseToLowestCeiling,
		floorRaiseByTexture,

		floorLowerAndChange,
		floorRaiseAndChange,

		floorRaiseToLowest,
		floorRaiseToCeiling,
		floorLowerToLowestCeiling,
		floorLowerByTexture,
		floorLowerToCeiling,

		donutRaise,

		buildStair,
		waitStair,
		resetStair,

		// Not to be used as parameters to DoFloor()
		genFloorChg0,
		genFloorChgT,
		genFloorChg
	};

	native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
}

class Ceiling : MovingCeiling native
{
	enum ECeiling
	{
		ceilLowerByValue,
		ceilRaiseByValue,
		ceilMoveToValue,
		ceilLowerToHighestFloor,
		ceilLowerInstant,
		ceilRaiseInstant,
		ceilCrushAndRaise,
		ceilLowerAndCrush,
		ceil_placeholder,
		ceilCrushRaiseAndStay,
		ceilRaiseToNearest,
		ceilLowerToLowest,
		ceilLowerToFloor,

		// The following are only used by Generic_Ceiling
		ceilRaiseToHighest,
		ceilLowerToHighest,
		ceilRaiseToLowest,
		ceilLowerToNearest,
		ceilRaiseToHighestFloor,
		ceilRaiseToFloor,
		ceilRaiseByTexture,
		ceilLowerByTexture,

		genCeilingChg0,
		genCeilingChgT,
		genCeilingChg
	}

	enum ECrushMode
	{
		crushDoom = 0,
		crushHexen = 1,
		crushSlowdown = 2
	}
	
	native static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom);
	
}

struct LookExParams
{
	double Fov;
	double minDist;
	double maxDist;
	double maxHeardist;
	int flags;
	State seestate;
};

class Lighting : SectorEffect native
{
}

struct Shader native
{
	native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
	native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
	native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
	native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
	native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
}
