#ifndef __SHADE_TABLE_UTIL_H #define __SHADE_TABLE_UTIL_H #include "TileDat.h" void DetermineRGBDistributionSettings(); BOOLEAN LoadShadeTable( HVOBJECT pObj, UINT32 uiTileTypeIndex ); BOOLEAN SaveShadeTable( HVOBJECT pObj, UINT32 uiTileTypeIndex ); extern CHAR8 TileSurfaceFilenames[NUMBEROFTILETYPES][32]; extern BOOLEAN gfForceBuildShadeTables; BOOLEAN DeleteShadeTableDir( ); #endif