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void soundbuf_sin(rs_soundbuf_t *snd, float freq);
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void soundbuf_sin(rs_soundbuf_t *snd, float freq);
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void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq);
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void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq);
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void soundbuf_play(rs_soundbuf_t *snd);
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void soundbuf_play(rs_soundbuf_t *snd);
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void soundbuf_stop(rs_soundbuf_t *snd);
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void soundbuf_stop(rs_soundbuf_t *snd);
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// Game Objects
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#define     GAME_OBJS_MAX_COUNT     1024
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#define     OBJ_PLAYER      0
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#define     OBJ_BULLET      1
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#define     OBJ_EXPLOSION   2
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#define     OBJ_ROCK        3
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#define     OBJ_MINIROCK    4
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#define     OBJ_TURRET      5
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#define     OBJ_RED_BULLET  6
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typedef struct game_obj_t {
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    int obj_type;
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    int flags;
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    int tag;
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    int radius;
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    float x;
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    float y;
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    int t;
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    float f;
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//    int health;
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//    int reserved0;
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//    int reserved1;
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//    int reserved2;
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} game_obj_t;
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#define OBJ_FLAG_DESTROYED      0x01
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#define OBJ_FLAG_ENEMY          0x02
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#define OBJ_FLAG_SIN            0x04
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#define OBJ_FLAG_BOSS           0x08 // draw health-bar above
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game_obj_t game_obj(int obj_type, int flags, int tag, int radius, float x, float y, int t, float f);
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int game_obj_add(game_obj_t obj);
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void game_obj_remove(int index);
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// Game Registry
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// Game Registry
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#define ROCKS_COUNT 8
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#define MINIROCKS_COUNT ROCKS_COUNT // must equal
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#define FONTS_COUNT 4
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#define ROCKS_COUNT 3
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#define EXPLOSIONS_COUNT    8
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#define FONTS_COUNT 4
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#define EXPLOSION_RADIUS    16
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#define RS_ARROW_DOWN_MASK	0x02
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#define RS_ARROW_DOWN_MASK	0x02
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#define RS_ARROW_UP_MASK	0x04
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#define RS_ARROW_UP_MASK	0x04
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#define RS_ARROW_RIGHT_MASK	0x08
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#define RS_ARROW_RIGHT_MASK	0x08
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#define RS_ATTACK_KEY_MASK  0x10
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#define RS_ATTACK_KEY_MASK  0x10
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#define BULLETS_COUNT   8
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//#define BULLETS_COUNT   8
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#define GAME_SHOOT_PERIOD   3
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#define GAME_SHOOT_PERIOD   3
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#define GAME_FLAG_BOSS_DESTROYED    0x01
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typedef struct rs_game_t {
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typedef struct rs_game_t {
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    rs_texture_t tex_clouds;
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    rs_texture_t tex_clouds;
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    rs_texture_t tex_ground;
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    rs_texture_t tex_ground;
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    rs_texture_t tex_ship[4];
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    rs_texture_t tex_ship[4];
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    rs_texture_t tex_rocks[ROCKS_COUNT];
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    rs_texture_t tex_minirocks[MINIROCKS_COUNT];
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    rs_texture_t tex_rocks[ROCKS_COUNT];
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    rs_texture_t tex_explosions[EXPLOSIONS_COUNT];
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    rs_soundbuf_t sound_test1;
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    rs_soundbuf_t sound_test1;
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    rs_soundbuf_t sound_test2;
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    rs_soundbuf_t sound_test2;
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    rs_soundbuf_t sound_test3;
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    rs_soundbuf_t sound_test3;
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    int status;
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    int status;
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    int flags;
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    unsigned int keyboard_state;
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    unsigned int keyboard_state;
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    int menu_index;
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    int menu_index;
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    int menu_item_index;
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    int menu_item_index;
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    int window_scale;
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//    int tx1;
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//    int ty1;
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    int window_scale;
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    int tz;
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    int tx;
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    int player_x;
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    int ty;
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    int player_y;
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    int tz;
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//    int player_z;
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//    int bullet_x[BULLETS_COUNT];
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//    int bullet_y[BULLETS_COUNT];
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//    int bullet_index;
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    int shoot_delay;
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    int shoot_keypressed;
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    int shoot_restore_delay;
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    int health;
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    int ammo;
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    int score;
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//    int ammo_max;
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    int stage;
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    int stage_timer;
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    int bullet_x[BULLETS_COUNT];
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    game_obj_t *objs;
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    int bullet_y[BULLETS_COUNT];
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    int objs_count;
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    int bullet_index;
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    int shoot_delay;
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} rs_game_t;
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    int shoot_keypressed;
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#define GAME_HEALTH_MAX     8
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} rs_game_t;
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#define GAME_AMMO_MAX       24
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extern rs_game_t game;
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void game_reg_init();
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extern rs_game_t game;
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void game_reg_init();
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/*  __
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void GameMouseDown(int x, int y);
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void GameMouseDown(int x, int y);
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void GameMouseUp(int x, int y);
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void GameMouseUp(int x, int y);
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void game_change_window_scale(int d);
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int is_key_pressed(int mask);
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void game_change_window_scale(int d);
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unsigned short rs_rand();