#pragma once #include "collide.h" extern int PulleyItemNumber; void CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void CrowDoveSwitchControl(short itemNumber); void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void CogSwitchControl(short itemNum); void FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void FullBlockSwitchControl(short itemNumber); void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void TurnSwitchControl(short itemNum); void PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void SwitchControl(short itemNumber); void TestTriggersAtXYZ(int x, int y, int z, short roomNumber, int heavy, int flags); int GetKeyTrigger(ITEM_INFO* item); int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch); int SwitchTrigger(short itemNum, short timer); void InitialiseSwitch(short itemNum); void InitialisePulleySwitch(short itemNumber); void InitialiseCrowDoveSwitch(short itemNumber); void ProcessExplodingSwitchType8(ITEM_INFO* item); void InitialiseShootSwitch(short itemNumber); void ShootSwitchCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll);