clock_t start, end;
unsigned long int fps = 0;
extern unsigned long int frames;
extern int manX, manY, manZ;
extern int startX, startY, startZ;

DWORD allocated = 0;
int InitRestData (void);

#define CURRENT_CT2_SAMPLES 13

sb_mod_file *mod;
sb_sample *sample[CURRENT_CT2_SAMPLES];

char *samplefile[CURRENT_CT2_SAMPLES] = {
	".\\SOUND\\PISTOL.RAW",
	".\\SOUND\\SHG.RAW",
	".\\SOUND\\AR.RAW",
	".\\SOUND\\SUB.RAW",
	".\\SOUND\\THROW.RAW",
	".\\SOUND\\EXP1.RAW",
	".\\SOUND\\EXP2.RAW",
	".\\SOUND\\HITS.RAW",
	".\\SOUND\\HITS2.RAW",
	".\\SOUND\\HITS3.RAW",
	".\\SOUND\\DIE.RAW",
	".\\SOUND\\DIE1.RAW",
	".\\SOUND\\DIE2.RAW"
};

int art_init = -1;
int timer_init = -1;
int kb_init = -1;
int block_init = -1;
int vb_init = -1;
int mouse_init = -1;
int menu_init = -1;
int sprite_init = -1;
int font_init = -1;
int scard_init = -1;
int mod_init = -1;
int sample_init = -1;

int pic1_init = -1;
int pic2_init = -1;
int pic3_init = -1;
int pic4_init = -1;

int credit_init = -1;
int CADD_init = -1;

extern int silent_AI_turn;
int activate_music = 1;	// background music ?
int human_players = 1;	// by default only 1 human player :(

// enabled by default :)
char MouseControlFlag = 1;
char mod_loaded = 0;

int firedelay = 35;
int keyfirstdelay = 250;
int keynextdelay = 75;	// should be around (3-4)*keyfirstdelay !!!
char tname[32];

extern void KillSoldiers (int player, int scnts);
char *TeamFile[PLAYERS];
