#pragma once #include "Event Pump.h" //time for a new header :) extern int readyteamreg[10]; typedef struct { SoldierID soldier_id; SoldierID attacker_id; UINT8 attacker_team; UINT8 soldier_team; }death_struct; typedef struct { SoldierID ubID; INT32 sGridNo; BOOLEAN fNoAnimations; }doors; typedef struct { SoldierID ubID; INT8 bLife; INT8 bBleeding; }heal; typedef struct { SoldierID ubID; INT8 bteam; }AIint; extern BOOLEAN gfUIInterfaceSetBusy; extern int numreadyteams;//for realtime extern bool requested; extern bool getReal; extern UINT8 gubCheatLevel; // Client variables extern UINT8 cWeaponReadyBonus; extern UINT8 cDisableSpectatorMode; extern UINT8 cDisableMorale; BOOLEAN DisplayMercsInventory(UINT8 ubMercID); void send_door ( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations ); void send_changestate (EV_S_CHANGESTATE * SChangeState); void send_death( SOLDIERTYPE *pSoldier); void send_hitstruct(EV_S_STRUCTUREHIT * SStructureHit); void send_hitwindow(EV_S_WINDOWHIT * SWindowHit); void send_miss(EV_S_MISS * SMiss); void unlock (void); void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier ); void TrashAllSoldiers( ); void kick_player (void); void overide_turn (void); void send_fireweapon ( EV_S_FIREWEAPON * SFireWeapon); void end_interrupt ( BOOLEAN fMarkInterruptOccurred ); void EndInterrupt( BOOLEAN fMarkInterruptOccurred ); void sendRT (void); void startCombat(UINT8 ubStartingTeam); void intAI (SOLDIERTYPE *pSoldier ); void teamwiped (void); BOOLEAN check_status (void); extern UINT16 NumEnemyInSector( ); extern UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam ); void send_heal (SOLDIERTYPE *pSoldier ); void requestAIint(SOLDIERTYPE *pSoldier );