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#ifndef SHOT_H
#    define SHOT_H
#    ifdef __WIN32__
#        define random rand
#    endif

#    include "main.h"
#    include "list.h"
#    include "tux.h"
#    include "arena.h"
#    ifndef PUBLIC_SERVER
#        include "image.h"
#    endif

typedef struct shot_struct {
	int id;
	int x;
	int y;
	int w;
	int h;
	int px;
	int py;
	int position;
	int gun;
	int author_id;
	bool_t isCanKillAuthor;
	bool_t del;
#    ifndef PUBLIC_SERVER
	image_t *img;
#    endif
} shot_t;

extern bool_t isShotInicialized();
extern void initShot();
extern shot_t *newShot(int x, int y, int px, int py, int gun, int author_id);
extern shot_t *getShotID(list_t * listShot, int id);
extern void replaceShotID(shot_t * shot, int id);
extern void getStatusShot(void *p, int *id, int *x, int *y, int *w, int *h);
extern void setStatusShot(void *p, int x, int y, int w, int h);
#    ifndef PUBLIC_SERVER
extern void drawShot(shot_t * p);
extern void drawListShot(list_t * listShot);
#    endif
extern int isConflictWithListShot(list_t * listShot, int x, int y, int w,
								  int h);
extern void eventMoveListShot(arena_t * arena);
extern void checkShotIsInTuxScreen(arena_t * arena);
extern void boundBombBall(shot_t * shot);
extern void transformOnlyLasser(shot_t * shot);
extern void destroyShot(shot_t * p);
extern void quitShot();
#endif