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								/**********************************************************************************************
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								*
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								*   raylib - Advance Game template
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								*
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								*   Screens Functions Declarations (Init, Update, Draw, Unload)
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								*
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								*   Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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								*
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								*   This software is provided "as-is", without any express or implied warranty. In no event
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								*   will the authors be held liable for any damages arising from the use of this software.
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								*
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								*   Permission is granted to anyone to use this software for any purpose, including commercial
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								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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								*
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								*     1. The origin of this software must not be misrepresented; you must not claim that you
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								*     wrote the original software. If you use this software in a product, an acknowledgment
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								*     in the product documentation would be appreciated but is not required.
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								*
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								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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								*     as being the original software.
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								*
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								*     3. This notice may not be removed or altered from any source distribution.
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								*
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								**********************************************************************************************/
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								#ifndef MONSTER_H
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								#define MONSTER_H
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								#define MONSTER_ANIM_FRAMES     7
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								#define MONSTER_ANIM_SEQ        2
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//---------------------------------------------------------------------------------
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								typedef struct Monster {
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								    Vector2 position;
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								    Texture2D texture;
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								    Rectangle bounds;
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								    Rectangle frameRec;
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								    Color color;
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								    int framesCounter;
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								    int currentFrame;
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								    int currentSeq;
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								    int numFrames;
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								    bool active;
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								    bool selected;
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								    bool spooky;
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								} Monster;
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								//----------------------------------------------------------------------------------
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								// Global Variables Definition
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								//----------------------------------------------------------------------------------
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								#ifdef __cplusplus
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								extern "C" {            // Prevents name mangling of functions
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								#endif
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								//----------------------------------------------------------------------------------
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								// Monster Functions Declaration
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								//----------------------------------------------------------------------------------
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								void UpdateMonster(Monster *monster);
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								void DrawMonster(Monster monster, int scroll);
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								void UnloadMonster(Monster monster);
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								#ifdef __cplusplus
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								}
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								#endif
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								#endif // SCREENS_H
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