#pragma once // shared functions void movecyclers(void); void movedummyplayers(void); void resetlanepics(void); void moveplayers(); void doanimations(); void movefx(); void ms(short i); void movecrane(int i, int crane); void movefountain(int i, int fountain); void moveflammable(int i, int tire, int box, int pool); void detonate(int i, int explosion); void movemasterswitch(int i, int spectype1, int spectype2); void movetrash(int i); void movewaterdrip(int i, int drip); void movedoorshock(int i); void movetouchplate(int i, int plate); void movecanwithsomething(int i); void bounce(int i); void movetongue(int i, int tongue, int jaw); void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion); void lotsofstuff(spritetype* s, short n, int spawntype); bool respawnmarker(int i, int yellow, int green); bool rat(int i, bool makesound); bool queball(int i, int pocket, int queball, int stripeball); void forcesphere(int i, int forcesphere); void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i)); void ooz(int i); void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT); void camera(int i); void forcesphere(int i); void watersplash2(int i); void frameeffect1(int i); bool money(int i, int BLOODPOOL); bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2); bool bloodpool(int i, bool puke, int TIRE); void shell(int i, bool morecheck); void glasspieces(int i); void scrap(int i, int SCRAP1, int SCRAP6); void handle_se00(int i, int LASERLINE); void handle_se01(int i); void handle_se14(int i, bool checkstat, int RPG, int JIBS6); void handle_se30(int i, int JIBS6); void handle_se02(int i); void handle_se03(int i); void handle_se04(int i); void handle_se05(int i, int FIRELASER); void handle_se08(int i, bool checkhitag1); void handle_se10(int i, const int *); void handle_se11(int i); void handle_se12(int i, int planeonly = 0); void handle_se13(int i); void handle_se15(int i); void handle_se16(int i, int REACTOR, int REACTOR2); void handle_se17(int i); void handle_se18(int i, bool morecheck); void handle_se19(int i, int BIGFORCE); void handle_se20(int i); void handle_se21(int i); void handle_se22(int i); void handle_se26(int i); void handle_se27(int i); void handle_se32(int i); void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2); void handle_se128(int i); void handle_se130(int i, int countmax, int EXPLOSION2); void respawn_rrra(int i, int j); int dodge(spritetype*); void alterang(int a, int g_i, int g_p); void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*)); void checkavailweapon(struct player_struct* p); void deletesprite(int num);