#pragma once struct GlobalScene { RpWorld *world; RwCamera *camera; }; extern GlobalScene Scene; extern uint8 work_buff[102400]; extern char gString[256]; extern char gString2[512]; extern wchar gUString[256]; extern wchar gUString2[256]; extern bool gbPrintShite; extern bool gbModelViewer; #ifdef TIMEBARS extern bool gbShowTimebars; #else #define gbShowTimebars false #endif #ifndef FINAL extern bool gbPrintMemoryUsage; #endif extern bool gMakeResources; class CSprite2d; 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); void PreAllocateRwObjects(void); void InitialiseGame(void); void LoadingScreen(const char *str1, const char *str2, const char *splashscreen); void LoadingIslandScreen(const char *levelName); CSprite2d *LoadSplash(const char *name); void DestroySplashScreen(void); Const char *GetLevelSplashScreen(int level); Const char *GetRandomSplashScreen(void); void LittleTest(void); void ValidateVersion(); void ResetLoadingScreenBar(void); #ifndef MASTER void TheModelViewer(void); #endif #ifdef LOAD_INI_SETTINGS void LoadINISettings(); void SaveINISettings(); #endif #ifdef NEW_RENDERER extern bool gbNewRenderer; bool FredIsInFirstPersonCam(void); #endif