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struct sqr *h2, struct sqr *s, struct sqr *t, struct sqr *u, struct sqr *v);
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();
// client
extern void localservertoclient(uchar *buf, int len);
extern void connects(OFString *servername);
extern void disconnect(bool onlyclean, bool async);
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);
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struct sqr *h2, struct sqr *s, struct sqr *t, struct sqr *u, struct sqr *v);
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();
// client
extern void localservertoclient(unsigned char *buf, int len);
extern void connects(OFString *servername);
extern void disconnect(bool onlyclean, bool async);
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);
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extern void particle_trail(
int type, int fade, const OFVector3D *from, const OFVector3D *to);
extern void render_particles(int time);
// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
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);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D *o);
extern void demoblend(int damage);
// physics
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extern void particle_trail(
int type, int fade, const OFVector3D *from, const OFVector3D *to);
extern void render_particles(int time);
// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, unsigned char *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(unsigned char *buf, int len, bool extras);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D *o);
extern void demoblend(int damage);
// physics
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extern void initserver(bool dedicated, int uprate, OFString *sdesc,
OFString *ip, OFString *master, OFString *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar **p, int n);
extern int getint(uchar **p);
extern void sendstring(OFString *t, uchar **p);
extern void startintermission();
extern void restoreserverstate(OFArray<Entity *> *ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain,
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, int b, int c);
extern void shoot(DynamicEntity *d, const OFVector3D *to);
extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
DynamicEntity *d, bool local);
extern void createrays(const OFVector3D *from, const OFVector3D *to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);
// entities
extern void initEntities();
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(const struct block *b, int scale, int seed, int psize);
#ifdef __cplusplus
}
#endif
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extern void initserver(bool dedicated, int uprate, OFString *sdesc,
OFString *ip, OFString *master, OFString *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(unsigned char **p, int n);
extern int getint(unsigned char **p);
extern void sendstring(OFString *t, unsigned char **p);
extern void startintermission();
extern void restoreserverstate(OFArray<Entity *> *ents);
extern unsigned char *retrieveservers(unsigned char *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain,
OFString *smapname, int seconds, bool isfull);
extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(
int n, OFString *mapname, int mapsize, unsigned char *mapdata);
extern ENetPacket *recvmap(int n);
// weapon
extern void selectgun(int a, int b, int c);
extern void shoot(DynamicEntity *d, const OFVector3D *to);
extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
DynamicEntity *d, bool local);
extern void createrays(const OFVector3D *from, const OFVector3D *to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);
// entities
extern void initEntities();
extern void renderents();
extern void putitems(unsigned char **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(size_t i, bool on);
extern void teleport(int n, DynamicEntity *d);
extern void baseammo(int gun);
// rndmap
extern void perlinarea(const struct block *b, int scale, int seed, int psize);
#ifdef __cplusplus
}
#endif
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