// game.h void operatesector(short dasector); void operatesprite(short dasprite); long changehealth(short snum, short deltahealth); void changenumbombs(short snum, short deltanumbombs); void changenummissiles(short snum, short deltanummissiles); void changenumgrabbers(short snum, short deltanumgrabbers); void drawstatusflytime(short snum); void drawstatusbar(short snum); void prepareboard(char *daboardfilename); void checktouchsprite(short snum, short sectnum); void checkgrabbertouchsprite(short snum, short sectnum); void shootgun(short snum, long x, long y, long z, short daang, long dahoriz, short dasectnum, char guntype); void analyzesprites(long dax, long day); void tagcode(void); void statuslistcode(void); void activatehitag(short dahitag); void bombexplode(long i); void processinput(short snum); void view(short snum, long *vx, long *vy, long *vz, short *vsectnum, short ang, long horiz); void updatesectorz(long x, long y, long z, short *sectnum); void drawscreen(short snum, long dasmoothratio); void movethings(void); void fakedomovethings(void); void fakedomovethingscorrect(void); void domovethings(void); void getinput(void); void initplayersprite(short snum); void playback(void); void setup3dscreen(void); void findrandomspot(long *x, long *y, short *sectnum); void warp(long *x, long *y, long *z, short *daang, short *dasector); void warpsprite(short spritenum); void initlava(void); void movelava(char *dapic); void doanimations(void); long getanimationgoal(long animptr); long setanimation(long *animptr, long thegoal, long thevel, long theacc); void checkmasterslaveswitch(void); long testneighborsectors(short sect1, short sect2); long loadgame(void); long savegame(void); void faketimerhandler(void); void getpackets(void); void drawoverheadmap(long cposx, long cposy, long czoom, short cang); long movesprite(short spritenum, long dx, long dy, long dz, long ceildist, long flordist, long clipmask); void waitforeverybody(void); void searchmap(short startsector); void setinterpolation(long *posptr); void stopinterpolation(long *posptr); void updateinterpolations(void); void dointerpolations(void); void restoreinterpolations(void); void printext(long x, long y, char *buffer, short tilenum, char invisiblecol); void drawtilebackground (long thex, long they, short tilenum, signed char shade, long cx1, long cy1, long cx2, long cy2, char dapalnum);