//HEADER_GOES_HERE #ifndef __SCROLLRT_H__ #define __SCROLLRT_H__ extern bool sgbControllerActive; extern int light_table_index; extern BYTE *gpBufStart; extern BYTE *gpBufEnd; extern DWORD level_cel_block; extern char arch_draw_type; extern int cel_transparency_active; extern int level_piece_id; extern void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int); void ClearCursor(); void DrawMissile(int x, int y, int sx, int sy, BOOL pre); void DrawDeadPlayer(int x, int y, int sx, int sy); void DrawView(int StartX, int StartY); void ClearScreenBuffer(); #ifdef _DEBUG void ScrollView(); #endif void EnableFrameCount(); void scrollrt_draw_game_screen(BOOL draw_cursor); void DrawAndBlit(); /* rdata */ /* data */ /* used in 1.00 debug */ extern char *szMonModeAssert[18]; extern char *szPlrModeAssert[12]; #endif /* __SCROLLRT_H__ */