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D3DarkMod.h
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#ifndef d3darkmod_h
#define d3darkmod_h
#include "tilemap.h"
#include "gameobjects.h"
#define PI 3.14159265358979323846
#define DOORORIGINOFFSET 15
void RenderDarkModLevel(tile LevelInfo[64][64],ObjectItem objList[1600],int game);
void RenderDarkModTile(int game, int x, int y, tile &t, short Water,short invert,short skipFloor, short skipCeil);
void getWallTextureName(tile t, int face, short waterWall);
void getFloorTextureName(tile t, int face);
long printObject(ObjectItem &currObj);
void RenderFloorAndCeiling(int game,tile LevelInfo[64][64]);
void RenderElevatorLeakProtection(int game,tile LevelInfo[64][64]);
void RenderObjectList(int game, tile LevelInfo[64][64], ObjectItem objList[1600]);
void CalcSlopedTextureAlignments(tile t, int face, int floorTexture, float *floorAlign1, float *floorAlign2, float *floorAlign3, float *floorAlign4, float *floorAlign5, float *floorAlign6);
void getObjectTextureName(int game, int textureIndex, int face, int objType);
void RenderSolidTile(int x, int y, tile &t, short Water);
void RenderOpenTile(int x, int y, tile &t, short Water,short invert);
void RenderDoorway(int game,int x,int y, tile &t , ObjectItem currDoor);
void RenderPatch(int game, int x, int y, int z,long PatchIndex, ObjectItem objList[1600] );
void RenderDiagSETile(int x, int y, tile &t, short Water,short invert);
void RenderDiagSWTile(int x, int y, tile &t, short Water,short invert);
void RenderDiagNETile(int x, int y, tile &t, short Water,short invert);
void RenderDiagNWTile(int x, int y, tile &t, short Water,short invert);
void RenderSlopeNTile(int x, int y, tile &t, short Water,short invert);
void RenderSlopeSTile(int x, int y, tile &t, short Water,short invert);
void RenderSlopeWTile(int x, int y, tile &t, short Water,short invert);
void RenderSlopeETile(int x, int y, tile &t, short Water,short invert);
void RenderValleyNWTile(int x, int y, tile &t, short Water,short invert);
void RenderValleyNETile(int x, int y, tile &t, short Water,short invert);
void RenderValleySWTile(int x, int y, tile &t, short Water,short invert);
void RenderValleySETile(int x, int y, tile &t, short Water,short invert);
void RenderRidgeNWTile(int x, int y, tile &t, short Water,short invert);
void RenderRidgeNETile(int x, int y, tile &t, short Water,short invert);
void RenderRidgeSWTile(int x, int y, tile &t, short Water,short invert);
void RenderRidgeSETile(int x, int y, tile &t, short Water,short invert);
void RenderGenericTile(int x, int y, tile &t, int iCeiling ,int iFloor);
void RenderLevelExits(int game, tile LevelInfo[64][64], ObjectItem objList[1600]);
void RenderEntityElevator(int game, tile LevelInfo[64][64], ObjectItem &currobj);
void RenderGenericTileAroundOrigin(int x, int y, tile &t, int iCeiling ,int iFloor,int tileHeight);
void RenderPillars(int game, tile LevelInfo[64][64], ObjectItem objList[1600]);
#endif /* d3darkmod_h */