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extern void disconnect(int onlyclean = 0, int async = 0);
extern void toserver(OFString *text);
extern void addmsg(int rel, int num, int type, ...);
extern bool multiplayer();
extern bool allowedittoggle();
extern void sendpackettoserv(void *packet);
extern void gets2c();
extern void c2sinfo(dynent *d);
extern void neterr(OFString *s);
extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(OFString *name, int mode);
extern void writeclientinfo(OFStream *stream);
// clientgame
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(OFString *name);
extern void changemap(OFString *name);
extern void initclient();
extern void spawnplayer(dynent *d);
extern void selfdamage(int damage, int actor, dynent *act);
extern dynent *newdynent();
extern OFString *getclientmap();
extern OFString *modestr(int n);
extern void zapdynent(dynent *&d);
extern dynent *getclient(int cn);
extern void timeupdate(int timeremain);
extern void resetmovement(dynent *d);
extern void fixplayer1range();
// clientextras
extern void renderclients();
extern void renderclient(
dynent *d, bool team, OFString *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();
// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern entity *newentity(
int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);
// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach,
int strength, dynent *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(block &b);
// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
float widef, int w, int h);
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extern void disconnect(int onlyclean = 0, int async = 0);
extern void toserver(OFString *text);
extern void addmsg(int rel, int num, int type, ...);
extern bool multiplayer();
extern bool allowedittoggle();
extern void sendpackettoserv(void *packet);
extern void gets2c();
extern void c2sinfo(DynamicEntity *d);
extern void neterr(OFString *s);
extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(OFString *name, int mode);
extern void writeclientinfo(OFStream *stream);
// clientgame
extern void initPlayers();
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(OFString *name);
extern void changemap(OFString *name);
extern void initclient();
extern void spawnplayer(DynamicEntity *d);
extern void selfdamage(int damage, int actor, DynamicEntity *act);
extern DynamicEntity *newdynent();
extern OFString *getclientmap();
extern OFString *modestr(int n);
extern DynamicEntity *getclient(int cn);
extern void setclient(int cn, id client);
extern void timeupdate(int timeremain);
extern void resetmovement(DynamicEntity *d);
extern void fixplayer1range();
// clientextras
extern void renderclients();
extern void renderclient(
DynamicEntity *d, bool team, OFString *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();
// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern entity *newentity(
int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);
// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach,
int strength, DynamicEntity *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(block &b);
// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
float widef, int w, int h);
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extern void writemap(OFString *mname, int msize, uchar *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(uchar *buf, int len, bool extras = false);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, OFVector3D &o);
extern void demoblend(int damage);
// physics
extern void moveplayer(dynent *pl, int moveres, bool local);
extern bool collide(dynent *d, bool spawn, float drop, float rise);
extern void entinmap(dynent *d);
extern void setentphysics(int mml, int mmr);
extern void physicsframe();
// sound
extern void playsound(int n, const OFVector3D *loc = NULL);
extern void playsoundc(int n);
extern void initsound();
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extern void writemap(OFString *mname, int msize, uchar *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(uchar *buf, int len, bool extras = false);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D &o);
extern void demoblend(int damage);
// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);
extern void physicsframe();
// sound
extern void playsound(int n, const OFVector3D *loc = NULL);
extern void playsoundc(int n);
extern void initsound();
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OFString *smapname, int seconds, bool isfull);
extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(int n, OFString *mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);
// weapon
extern void selectgun(int a = -1, int b = -1, int c = -1);
extern void shoot(dynent *d, OFVector3D &to);
extern void shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d = 0,
bool local = false);
extern void createrays(OFVector3D &from, OFVector3D &to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);
// monster
extern void monsterclear();
extern void restoremonsterstate();
extern void monsterthink();
extern void monsterrender();
extern dvector &getmonsters();
extern void monsterpain(dynent *m, int damage, dynent *d);
extern void endsp(bool allkilled);
// entities
extern void renderents();
extern void putitems(uchar *&p);
extern void checkquad(int time);
extern void checkitems();
extern void realpickup(int n, dynent *d);
extern void renderentities();
extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, dynent *d);
extern void baseammo(int gun);
// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);
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OFString *smapname, int seconds, bool isfull);
extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(int n, OFString *mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);
// weapon
extern void selectgun(int a = -1, int b = -1, int c = -1);
extern void shoot(DynamicEntity *d, const OFVector3D &to);
extern void shootv(int gun, OFVector3D &from, OFVector3D &to,
DynamicEntity *d = 0, bool local = false);
extern void createrays(OFVector3D &from, OFVector3D &to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);
// monster
extern void monsterclear();
extern void restoremonsterstate();
extern void monsterthink();
extern void monsterrender();
extern OFArray<DynamicEntity *> *getmonsters();
extern void monsterpain(DynamicEntity *m, int damage, DynamicEntity *d);
extern void endsp(bool allkilled);
// entities
extern void renderents();
extern void putitems(uchar *&p);
extern void checkquad(int time);
extern void checkitems();
extern void realpickup(int n, DynamicEntity *d);
extern void renderentities();
extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, DynamicEntity *d);
extern void baseammo(int gun);
// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);
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