--- rafkill-1.2.2.orig/build/hulls/hull_player.h
+++ rafkill-1.2.2/build/hulls/hull_player.h
@@ -0,0 +1,90 @@
+#ifndef _player_hull_h
+#define _player_hull_h
+
+#include "hull.h"
+#include "bitmap.h"
+#include <vector>
+
+using namespace std;
+	
+/*
+#define MAX_ROTATE 7
+#define MAX_ACCESSORY 3
+*/
+static const int MAX_ROTATE = 7;
+static const int MAX_ACCESSORY = 3;
+
+// #define MAX_INTERNAL_DAMAGE 30
+static const int MAX_INTERNAL_DAMAGE = 30;
+
+class WeaponObject;
+
+class PlayerHull:public HullObject{
+public:
+//inherited function
+	PlayerHull( const vector< Bitmap * > & pics, int _maxlife,int _maxshield,int _number_of_guns,int _hull_number,ECollide *eb);
+
+	virtual void Draw( const Bitmap & who, int x, int y ); 
+	//virtual void Shadow( Bitmap * who, int x, int y ); 
+	virtual Bitmap * getShadow();
+	virtual double Damage( double much );
+	
+	virtual int maxGuns();
+	virtual WeaponObject ** Guns();
+	virtual void giveWeapon( WeaponObject * weap, int num );
+
+	virtual void Moved( double _dx, double _dy, double _ax, double _ay );
+	virtual void addSection( SpaceObject * who, Section * onscreen, int x, int y );
+	virtual HullObject * copy();
+
+	virtual const int getShield() const;
+	virtual void setShields( int s );
+	virtual void incShield( int q );
+	int getMaxLife();
+	int getMaxShield();
+	
+	virtual ~PlayerHull();
+
+public:
+//new functions
+	void frameRight();
+	void frameLeft();
+	void frameStable();
+
+	// virtual void showAttribute( Bitmap * who, int amount, int MAX, int start_x, int offset );
+	
+	// int max( int q );
+	int rank();
+	virtual WeaponObject ** Accessories();
+	virtual void NextAccessory();
+	
+protected:
+	double shield;
+
+public:
+	int frame;
+	int cloak;
+
+public:
+	virtual void drawGun( const Bitmap & who, int x, int y );
+	
+	HullObject * rotate[ MAX_ROTATE ];
+	HullObject * rotate_damage[ MAX_ROTATE ];
+	int MAX_SHIELD;
+	int MAX_LIFE;
+	int hull_num;	// records which player hull we are using
+	int internal_damage; //set to MAX_INTERNAL_DAMAGE when struck to show rotate_damage
+	// int * shade_damage; //blended palette for rotate_damage
+	int shade_damage[ MAX_INTERNAL_DAMAGE ];
+
+	int current_accessory;
+	WeaponObject * accessory[ MAX_ACCESSORY ];
+	WeaponObject ** true_guns;
+	vector< Bitmap * > pics;
+	vector< Bitmap * > pics_shadow;
+	// Bitmap ** pics_shadow;
+	int animation_pic;
+	int max_pics;
+
+};
+#endif
