#ifndef __K_BATTLE__ #define __K_BATTLE__ #include "doomtype.h" #include "d_player.h" extern struct battleovertime { UINT16 enabled; ///< Has this been initalized yet? fixed_t radius; ///< Radius of kill field fixed_t x, y, z; ///< Position to center on } battleovertime; extern boolean battlecapsules; extern INT32 nummapboxes, numgotboxes; // keep track of spawned battle mode items extern UINT8 maptargets, numtargets; INT32 K_StartingBumperCount(void); boolean K_IsPlayerWanted(player_t *player); #define K_CalculateBattleWanted() (void)0 // not nulled out so we know where we need to recalculate some other form of battle mode importance void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount); void K_CheckBumpers(void); void K_CheckEmeralds(player_t *player); mobj_t *K_SpawnChaosEmerald(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT32 emeraldType); void K_DropEmeraldsFromPlayer(player_t *player, UINT32 emeraldType); UINT8 K_NumEmeralds(player_t *player); void K_RunPaperItemSpawners(void); void K_RunBattleOvertime(void); void K_SetupMovingCapsule(mapthing_t *mt, mobj_t *mobj); void K_SpawnBattleCapsules(void); #endif