#ifndef _EM_SEQUENCE_H
#define _EM_SEQUENCE_H

LONG EXP_Sequence(UBYTE *Obj,ANIM_COMMAND *AnimLista,UWORD *Env);
LONG EM_RenderFrame(DVIEW *DView, SCENE *Scene);

LONG FISH_Sequence(UBYTE *Obj,ANIM_COMMAND *AnimLista,UBYTE *Texture,UBYTE *Back);
LONG FISH_RenderFrame(DVIEW *DView, SCENE *Scene);

LONG NERA_Sequence(UBYTE *Obj,ANIM_COMMAND *AnimLista,UWORD *Env,UBYTE *Back,WORD *Bump,UBYTE *Shine, UBYTE *Txt);
LONG NERA_RenderFrame(DVIEW *DView, SCENE *Scene);

LONG CLMN_Sequence(UBYTE *Obj,ANIM_COMMAND *AnimLista,ANIM_COMMAND *EndAnimLista);
LONG CLMN_RenderFrame(DVIEW *DView, SCENE *Scene);

LONG SKUL_Sequence(UBYTE *Obj,ANIM_COMMAND *AnimLista,UBYTE *Back,UWORD *Env,UBYTE *Shine);
LONG SKUL_RenderFrame(DVIEW *DView, SCENE *Scene);

VOID SetObjectFlags(OBJECT *Object,ULONG OFlags, ULONG FFlags);

#endif
