/* Copyright (C) 2006 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "../headers.h" extern void centerOnUnit(Unit *unit); extern void centerOnMovingUnit(Unit *unit); extern bool turnUnit(Unit *unit); extern void moveUnit(Unit *unit); extern void doAIActions(Unit *unit); extern void doBullets(); extern void faceTargetLocation(Unit *unit, Vector target); extern void pistolBlobInit(Unit *unit); extern void grenadeBlobInit(Unit *unit); extern void machineGunBlobInit(Unit *unit); extern void plasmaPistolBlobInit(Unit *unit); extern void shotGunBlobInit(Unit *unit); extern void pistolDroidInit(Unit *unit); extern void grenadeDroidInit(Unit *unit); extern void machineGunDroidInit(Unit *unit); extern void shotGunDroidInit(Unit *unit); extern Texture *getRequiredTexture(char *textureFileName); extern void fireTriggers(char *name, int type); extern void addShieldDestroyedParticles(Unit *unit); extern void assignEntityResources(Entity *ent); extern void keepUnitAwayFromEdges(Unit *unit); extern void keepUnitAboveLiquid(Unit *unit); extern void addBloodParticle(float x, float y, float z); extern void normalBarrierInit(Unit *unit); extern void destroyableElementInit(Unit *unit); extern void unitContentChanged(Unit *unit); extern char *extractEnemyFromList(char *enemyList); extern void addTeleportParticles(Vector position); extern bool unitCanSeeTarget(Entity *observer, Entity *target, Vector startPosition); extern void moveEntity(Entity *entity); extern bool unitCanSpawnInLocation(Unit *unit, Vector location); extern void addGravUnitParticles(Entity *entity, GLColor c1, GLColor c2); extern void drawUnit(bool transparent, bool reflected); extern bool withinViewableRange(Entity *entity); extern void uziSentryGunInit(Unit *unit); extern void plasmaSentryGunInit(Unit *unit); extern void rocketSentryGunInit(Unit *unit); extern void mortorSentryGunInit(Unit *unit); extern void deadSentryGunInit(Unit *unit); extern void darkBlobInit(Unit *unit); extern void machineGunSpiderBlobInit(Unit *unit); extern void shotGunSpiderBlobInit(Unit *unit); extern void plasmaSpiderBlobInit(Unit *unit); extern void babySpiderBlobInit(Unit *unit); extern void faceTarget(Unit *unit); extern void generalUnitVanish(Vector targetPosition, int timeout); extern int getSoundDistanceFromPlayer(Vector position); extern void blobTeleport(); extern void addOnFireParticles(); extern Audio *audio; extern BSP *bsp; extern BoundingBoxManager *bbManager; extern Camera *camera; extern Engine *engine; extern EntityManager *entityManager; extern Game *game; extern Graphics *graphics; extern Map *map; extern Mission *mission; extern RandomNameGenerator *randomNameGenerator; extern Trace *tracer; extern Unit *player; extern UIManager *uiManager; extern Entity *self;