#ifndef ENTITIES_H #define ENTITIES_H extern int build_text_box(char* msg, int red, int green, int blue); bool is_colliding_with_map(cube_0* cb); bool is_colliding_with_tp(cube_0* cb); void update_entity(entity* ent, float dtime); void update_entities(float dtime, room* rtd); void update_nearby_entities(float dtime, int render_distance); void speen(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void speen2(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void speen3(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void moving_xyz(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void moving_xyz_line(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void go_to_player(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void subtitle_text_box(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void beating_block(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void spinning_platform(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret); void spinning_translate(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void detectHit(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void money(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void explodeOnHit(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void translatePlayer(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void translatePlayerLine(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void pop_text(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void pop_and_tp(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); void locker(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret); #endif