Index: object.h
===================================================================
--- object.h	(revision 339)
+++ object.h	(revision 340)
@@ -11,79 +11,79 @@
 mesh objects (.tri file).
 **/
 
-extern GLint raydium_object_find (char *name);
+__rayapi GLint raydium_object_find (char *name);
 /**
 Lookups an object by its ##name##. This function will return -1 if the
 object's not found, and will not try to load the .tri file.
 **/
 
-extern signed char raydium_object_isvalid(int obj);
+__rayapi signed char raydium_object_isvalid(int obj);
 /**
 Internal use, but you can call this function if you want to verify if an
 object id is valid (in bounds).
 **/
 
-extern GLint raydium_object_find_load (char *name);
+__rayapi GLint raydium_object_find_load (char *name);
 /**
 Same as above (##raydium_object_load##), but will try to load object.
 **/
 
-extern void raydium_object_reset (GLuint o);
+__rayapi void raydium_object_reset (GLuint o);
 /**
 Internal use. Do not call.
 **/
 
-extern int raydium_object_load (char *filename);
+__rayapi int raydium_object_load (char *filename);
 /**
 Load ##filename## as a .tri file, and returns corresponding id, or
 -1 in case of error.
 **/
 
-extern void raydium_object_draw (GLuint o);
+__rayapi void raydium_object_draw (GLuint o);
 /**
 Draws ##o## (index) object, using current matrixes.
 **/
 
-extern void raydium_object_draw_name (char *name);
+__rayapi void raydium_object_draw_name (char *name);
 /**
 Same as above, but you only have to provide object's ##name## (".tri file"). 
 If this object was not already loaded, this function will do it for you.
 **/
 
-extern void raydium_object_deform (GLuint obj, GLfloat ampl);
+__rayapi void raydium_object_deform (GLuint obj, GLfloat ampl);
 /**
 Early devel state. Useless as is.
 **/
 
-extern void raydium_object_deform_name (char *name, GLfloat ampl);
+__rayapi void raydium_object_deform_name (char *name, GLfloat ampl);
 /**
 Early devel state. Useless as is.
 **/
 
-extern GLfloat raydium_object_find_dist_max (GLuint obj);
+__rayapi GLfloat raydium_object_find_dist_max (GLuint obj);
 /**
 This function will return will return the distance form (0,0,0) 
 to the farest point of ##obj## object.
 **/
 
-extern void raydium_object_find_axes_max (GLuint obj, GLfloat * tx, GLfloat * ty, GLfloat * tz);
+__rayapi void raydium_object_find_axes_max (GLuint obj, GLfloat * tx, GLfloat * ty, GLfloat * tz);
 /**
 This function returns the (maximum) size of the bounding box 
 of ##obj## (relative to (0,0,0)).
 **/
 
-extern void raydium_object_find_minmax(GLuint obj, GLfloat *min, GLfloat *max);
+__rayapi void raydium_object_find_minmax(GLuint obj, GLfloat *min, GLfloat *max);
 /**
 Returns min and max values for ##obj##. No memory allocation is done, you must
 provide two GLfloat[3] array.
 **/
 
-extern void raydium_object_find_center_factors(GLuint obj, GLfloat *tx, GLfloat *ty, GLfloat *tz);
+__rayapi void raydium_object_find_center_factors(GLuint obj, GLfloat *tx, GLfloat *ty, GLfloat *tz);
 /**
 Returns "centering" factors for ##obj##. A centered object will return (0,0,0).
 **/
 
-extern void raydium_object_callback(void);
+__rayapi void raydium_object_callback(void);
 /**
 Internal (frame callback).
 **/
@@ -108,41 +108,41 @@
 That's all you need to use animation simple API.
 **/
 
-extern GLint raydium_object_anim_find(int object, char *name);
+__rayapi GLint raydium_object_anim_find(int object, char *name);
 /**
 Lookups an animation by its ##name##. This function will return -1 if the
 animation's not found. Mostly for internal use.
 **/
 
-extern void raydium_object_anim_generate_internal(int object, int instance);
+__rayapi void raydium_object_anim_generate_internal(int object, int instance);
 /**
 Internal. Transformed mesh generation.
 **/
 
-extern void raydium_object_anim_frame(int object, int instance, GLfloat frame);
+__rayapi void raydium_object_anim_frame(int object, int instance, GLfloat frame);
 /**
 Sets current ##frame## for one ##instance## of ##object##. ##frame## is
 automatically bounded and looped.
 Warning, change anim **before** anim's frame.
 **/
 
-extern void raydium_object_anim_frame_name(char *object, int instance, GLfloat frame);
+__rayapi void raydium_object_anim_frame_name(char *object, int instance, GLfloat frame);
 /**
 Same as above, but using ##object##'s name.
 **/
 
-extern void raydium_object_anim(int object, int instance, int anim);
+__rayapi void raydium_object_anim(int object, int instance, int anim);
 /**
 Sets current ##anim## for one ##instance## of ##object##.
 Again, change anim **before** anim's frame.
 **/
 
-extern void raydium_object_anim_name(char *object, int instance, char *anim);
+__rayapi void raydium_object_anim_name(char *object, int instance, char *anim);
 /**
 Same as above, but using ##object##'s name and ##anim##'s name.
 **/
 
-extern void raydium_object_anim_instance(int object, int instance);
+__rayapi void raydium_object_anim_instance(int object, int instance);
 /**
 With this function, you must set what instance will be drawn when
 ##raydium_object_draw()## will be called with ##object## argument.
@@ -150,18 +150,18 @@
 Default is set to instance 0.
 **/
 
-extern void raydium_object_anim_instance_name(char *object, int instance);
+__rayapi void raydium_object_anim_instance_name(char *object, int instance);
 /**
 Same as above, but using ##object##'s name.
 **/
 
-extern void raydium_object_anim_automatic(int object, int anim, GLfloat factor);
+__rayapi void raydium_object_anim_automatic(int object, int anim, GLfloat factor);
 /**
 With this function, you can set an automatic frame increment for a specific 
 ##anim## of an ##object##. This increment is based on frame time and ##factor##.
 **/
 
-extern void raydium_object_anim_automatic_name(char *object, char *anim, GLfloat factor);
+__rayapi void raydium_object_anim_automatic_name(char *object, char *anim, GLfloat factor);
 /**
 Same as above, but using ##object##'s name and ##anim##'s name.
 **/
@@ -175,28 +175,28 @@
 usefull for animations like jumps, kick, ...
 **/
 
-void raydium_object_anim_default(int object, int anim);
+__rayapi void raydium_object_anim_default(int object, int anim);
 /**
 This function will set default ##anim## for ##object##.
 **/
 
-void raydium_object_anim_punctually(int object, int anim, int instance);
+__rayapi void raydium_object_anim_punctually(int object, int anim, int instance);
 /**
 This function will trigger a punctually ##anim## for ##object##'s ##instance##.
 **/
 
-void raydium_object_anim_punctually_name(char *object, char *anim, int instance);
+__rayapi void raydium_object_anim_punctually_name(char *object, char *anim, int instance);
 /**
 Same as above, but with object's name.
 **/
 
-signed char raydium_object_anim_ispunctually(int object, int instance);
+__rayapi signed char raydium_object_anim_ispunctually(int object, int instance);
 /**
 Will return true (1) if ##object## is currently running a punctually animation,
 or false (0) otherwise.
 **/
 
-signed char raydium_object_anim_ispunctually_name(char *object, int instance);
+__rayapi signed char raydium_object_anim_ispunctually_name(char *object, int instance);
 /**
 Same as above, but with object's name.
 **/