void game_flash(float r, float g, float b)
void save_restore_ubyte(ubyte *n, CFILE *fp, int version, ubyte deflt)
void state_set_mem(unsigned char *c, int i)
void lock_time_compression(bool is_locked)
void game_do_state_common(int, int)
void game_set_frametime(int)
int find_freespace_cd(char *)
void store_p_object(p_object *pbojp, CFILE *fp)
void send_netgame_state_packet()
char Game_current_mission_filename[MAX_FILENAME_LEN]
void save_restore_vector(vec3d *vec, CFILE *fp, int version, vec3d *deflt)
int gameseq_get_state(void)
int Multi_squad_msg_local
void multi_delete_ship(object *obj)
void freespace_menu_background()
void save_restore_float(float *fl, CFILE *fp, int version, float deflt)
void send_debris_create_packet(object *objp, ushort net_sig, int model_num, vec3d pos)
void get_version_string_short(char *)
control_info PlayerControls
void multi_server_respawn()
void send_update_state_packet()
camid game_render_frame_setup()
void game_increase_skill_level()
bool Time_compression_locked
void game_format_time(long, char *)
GLdouble GLdouble GLdouble r
void game_enter_state(int, int)
int Game_do_state_should_skip
void save_restore_short(short *n, CFILE *fp, int version, short deflt)
char ** Builtin_mission_names
void demo_write_char(char x)
struct netgame_info netgame_info
config_struct default_config
void save_restore_int(int *n, CFILE *fp, int version, int deflt)
void game_shudder_apply(int, float)
void set_time_compression(float multiplier, float change_time)
void get_version_string()
void game_process_event(int, int)
void restore_p_object(p_object *pobjp, CFILE *dp)
fix game_get_overall_frametime()
void game_stop_looped_sounds()
void multi_build_respawn_points()
int game_cd_changed(void)
int red_alert_default_status()
void game_post_level_init()
void game_render_frame(camid cid)
GLint GLint GLint GLint GLint x
char * restore_string_alloc(CFILE *fp, int version, char *deflt)
void game_simulation_frame()
void demo_set_playback_filter()
vec3d Dead_player_last_vel
struct config_struct config_struct
void save_restore_p_object(p_object *pobj, CFILE *fp)
void save_restore_ushort(ushort *n, CFILE *fp, int version, ushort deflt)
void game_leave_state(int, int)
void game_whack_apply(float x, float y)
void save_restore_uint(uint *n, CFILE *fp, int version, uint deflt)
GLboolean GLboolean GLboolean b
void send_goal_status_packet()
void save_restore_fix(fix *n, CFILE *fp, int version, fix deflt)
void save_restore_angles(angles *ang, CFILE *fp, int version, angles *deflt)
int state_check_mem(unsigned char *c, int i)
void multi_end_sequence()
void game_render_post_frame()
void game_set_view_clip()
void send_ship_kill_packet(class object *, class object *, float, unsigned char)
long Game_time_compression
void init_ets(class object *)
void save_restore_matrix(matrix *mat, CFILE *fp, int version, matrix *deflt)
void game_tst_mark(class object *, class ship *)
void game_feature_disabled_popup()
GLsizei GLsizei GLuint * obj
int Show_target_debug_info
void send_support_warpin_packet(int, int, int)
int game_get_default_skill_level()
int game_do_cd_check(char *)
void game_update_missiontime()
void demo_do_flag_dead(int i)
void send_homing_fired_packet()
void big_explosion_flash(float x)
void change_time_compression(float multiplier)
void save_restore_string(char *str, CFILE *fp, int len, int version, char *deflt)
struct fs_builtin_mission * game_find_builtin_mission(char *)
int Game_weapons_tbl_valid
int demo_query_debug(int id)