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root / proj / include / proj_func.h @ 333

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#ifndef PROJ_FUNC_H_INCLUDED
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#define PROJ_FUNC_H_INCLUDED
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#include "ent.h"
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#include "text.h"
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#include "proj_structures.h"
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#include <stdint.h>
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/**
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 * @brief Cleans up all memory, unsubscribes interrupts.
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 * @return ERROR_CODE code representing the result of the operation, SUCCESS code is returned if everything is OK
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 * @see {_ERRORS_H_::errors}
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 */
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int cleanup(void);
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void update_key_presses(void);
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/**
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 * @brief Updates movement variables.
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 */
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void update_movement(map_t *map, gunner_t *p, keys_t *keys, list_t *shooter_list);
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void update_mouse(struct packet *p);
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keys_t* (get_key_presses)(void);
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void (shoot_bullet)(const gunner_t *shooter, list_t *bullet_list, const basic_sprite_t *bsp_bullet);
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void (update_game_state)(const map_t *map, list_t *shooter_list, list_t *bullet_list);
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void (get_random_spawn)(const map_t *map, gunner_t *p, list_t *l);
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void update_scale(void);
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int16_t* get_mouse_X(void);
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int16_t* get_mouse_Y(void);
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void build_host_structure(host_info_t *p, gunner_t *host, gunner_t *remote, list_t *bullet_list);
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void build_remote_structure(remote_info_t *p, keys_t *keys, double angle);
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double get_mouse_angle(gunner_t *p);
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typedef struct timer {
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    int time;
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    text_t *text;
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} text_timer_t;
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text_timer_t* (timer_ctor)(const font_t *fnt);
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void (timer_update)(text_timer_t *p);
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void (timer_reset)(text_timer_t *p);
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void (timer_dtor)(text_timer_t *p);
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#endif /* end of include guard: PROJ_FUNC_H_INCLUDED */