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re3/src/core/main.h

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#pragma once
struct GlobalScene
{
RpWorld *world;
RwCamera *camera;
};
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extern GlobalScene Scene;
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extern uint8 work_buff[55000];
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extern char gString[256];
extern char gString2[512];
extern wchar gUString[256];
extern wchar gUString2[256];
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extern bool gbPrintShite;
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extern bool gbModelViewer;
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#ifdef TIMEBARS
extern bool gbShowTimebars;
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#else
#define gbShowTimebars false
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#endif
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#ifndef FINAL
extern bool gbPrintMemoryUsage;
#endif
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class CSprite2d;
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bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
void DoRWStuffEndOfFrame(void);
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void PreAllocateRwObjects(void);
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void InitialiseGame(void);
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void LoadingScreen(const char *str1, const char *str2, const char *splashscreen);
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void LoadingIslandScreen(const char *levelName);
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CSprite2d *LoadSplash(const char *name);
void DestroySplashScreen(void);
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Const char *GetLevelSplashScreen(int level);
Const char *GetRandomSplashScreen(void);
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void LittleTest(void);
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void ValidateVersion();
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void ResetLoadingScreenBar(void);
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#ifndef MASTER
void TheModelViewer(void);
#endif
#ifdef LOAD_INI_SETTINGS
void LoadINISettings();
void SaveINISettings();
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void LoadINIControllerSettings();
void SaveINIControllerSettings();
#endif
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#ifdef NEW_RENDERER
extern bool gbNewRenderer;
bool FredIsInFirstPersonCam(void);
#endif