30#include "engines/icb/gfx/psx_pcdefines.h"
31#include "engines/icb/gfx/psx_pcgpu.h"
32#include "engines/icb/light_pc.h"
33#include "engines/icb/gfx/psx_camera.h"
34#include "engines/icb/gfx/psx_pxactor.h"
35#include "engines/icb/gfx/psx_tman.h"
36#include "engines/icb/gfx/rap_api.h"
37#include "engines/icb/gfx/rab_api.h"
38#include "engines/icb/gfx/rlp_api.h"
39#include "engines/icb/common/px_bones.h"
40#include "engines/icb/breath.h"
44void ConvertToScreenCoords(SVECTORPC *local, SVECTORPC *screen, int32 nVertices);
45void ConvertToScreenCoords(SVECTOR *local, SVECTOR *screen, int32 nVertices);
47void DrawActor4PC(psxActor *actor, psxCamera *camera, Bone_Frame *frame, RapAPI *mesh, RapAPI *pose, RapAPI *smesh, PSXrgb *ambient, PSXLampList *lamplist,
48 PSXShadeList *shadelist, int32 nShadows, SVECTORPC *p_n, int32 *p_d, uint32
debug, int32 uvframe, BoneDeformation **boneDeforms, int32 *brightness,
49 MATRIXPC *local2screen);
51void DrawActorTiePC(psxCamera *camera, SVECTORPC *pos, uint32 size, CVECTOR *colour);
54int32 DrawActorSpecialEffectsPC(int32 mflash, SVECTOR *mfpos, int32 mfh, int32 mfw, int32 bullet, SVECTOR *bulletPos, int32 bulletCol, Breath *breath, MATRIXPC *local2screen, int32 brightness,
55 SVECTOR *minBBox, SVECTOR *maxBBox);
void debug(MSVC_PRINTF const char *s,...) GCC_PRINTF(1