#ifndef __move_h__ #define __move_h__ // 16 bytes struct BlockInfo { int x; int y; int field_8; short nSprite; }; extern BlockInfo sBlockInfo[]; extern long hihit; extern short nChunkSprite[]; signed int lsqrt(int a1); void MoveThings(); void ResetMoveFifo(); void InitChunks(); void InitPushBlocks(); void Gravity(short nSprite); short UpdateEnemy(short *nEnemy); int MoveCreature(short nSprite); int MoveCreatureWithCaution(int nSprite); void WheresMyMouth(int nPlayer, int *x, int *y, int *z, short *sectnum); int GetSpriteHeight(int nSprite); int GrabBody(); int GrabBodyGunSprite(); void CreatePushBlock(int nSector); void FuncCreatureChunk(int a, int, int nRun); int FindPlayer(int nSprite, int nVal); int BuildCreatureChunk(int nVal, int nPic); void BuildNear(int x, int y, int walldist, int nSector); int BelowNear(short nSprite); int PlotCourseToSprite(int nSprite1, int nSprite2); void CheckSectorFloor(short nSector, int z, long *a, long *b); int GetAngleToSprite(int nSprite1, int nSprite2); int GetWallNormal(short nWall); int GetUpAngle(short nSprite1, int nVal, short nSprite2, int ecx); void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel); int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1); void SetQuake(short nSprite, int nVal); #endif