#pragma once #include "collide.h" extern OBJECT_TEXTURE* WaterfallTextures[6]; extern float WaterfallY[6]; void SmashObject(short itemNumber); void SmashObjectControl(short itemNumber); void BridgeFlatFloor(ITEM_INFO* item, int x, int y, int z, int* height); void BridgeFlatCeiling(ITEM_INFO* item, int x, int y, int z, int* height); int GetOffset(ITEM_INFO* item, int x, int z); void BridgeTilt1Floor(ITEM_INFO* item, int x, int y, int z, int* height); void BridgeTilt2Floor(ITEM_INFO* item, int x, int y, int z, int* height); void BridgeTilt1Ceiling(ITEM_INFO* item, int x, int y, int z, int* height); void BridgeTilt2Ceiling(ITEM_INFO* item, int x, int y, int z, int* height); void ControlAnimatingSlots(short itemNumber); void PoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void ControlTriggerTriggerer(short itemNumber); void AnimateWaterfalls(); void ControlWaterfall(short itemNumber); void TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void ParallelBarsCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll); void ControlXRayMachine(short itemNumber); void CutsceneRopeControl(short itemNumber); void HybridCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll); void InitialiseSmashObject(short itemNumber); void InitialiseTightRope(short itemNumber); void HighObject2Control(short itemNumber); void InitialiseAnimating(short itemNumber); void AnimatingControl(short itemNumber);