Split SOL data structures into base, varying and rendering parts
[neverball] / ball / game_client.h
1 #ifndef GAME_CLIENT_H
2 #define GAME_CLIENT_H
3
4 #include "fs.h"
5
6 /*---------------------------------------------------------------------------*/
7
8 enum
9 {
10     POSE_NONE = 0,
11     POSE_LEVEL,
12     POSE_BALL
13 };
14
15 int   game_client_init(const char *);
16 void  game_client_free(void);
17 void  game_client_sync(fs_file);
18 void  game_client_draw(int, float);
19
20 int   curr_clock(void);
21 int   curr_coins(void);
22 int   curr_status(void);
23
24 void  game_look(float, float);
25
26 void  game_kill_fade(void);
27 void  game_step_fade(float);
28 void  game_fade(float);
29
30 void game_client_fly(float);
31
32 /*---------------------------------------------------------------------------*/
33
34 extern int game_compat_map;
35
36 /*---------------------------------------------------------------------------*/
37
38 #endif