Index: init.c
===================================================================
--- init.c	(revision 28)
+++ init.c	(revision 29)
@@ -14,7 +14,9 @@
 // proto
 void raydium_ode_init(void);
 void raydium_register_api(void);
+#ifndef WIN32
 void raydium_live_init(void);
+#endif
 void raydium_internal_live_close(void);
 
 int raydium_init_cli_option(char *option, char *value)
@@ -110,7 +112,9 @@
 raydium_osd_fade_init();
 raydium_console_init();
 raydium_gui_init();
+#ifndef WIN32
 raydium_live_init();
+#endif
 
 // Must find a way to delete textures from video card's memory, too...
 
@@ -239,7 +243,9 @@
 atexit(raydium_network_close);
 atexit(raydium_internal_dump);
 atexit(raydium_console_history_save);
+#ifndef WIN32
 atexit(raydium_internal_live_close);
+#endif
 raydium_log("atexit functions: OK");
 raydium_init_reset();
 #ifdef ODE_SUPPORT
_enable (void);
+/**
+Obvious.
+**/
+
+extern void raydium_light_disable (void);
+/**
+Obvious.
+**/
+
+extern GLuint raydium_light_to_GL_light (GLuint l);
+/**
+Probably useless for end user. (internal uses)
+**/
+
+extern void raydium_light_on (GLuint l);
+/**
+Turns ##l## light on ( 0 <= l <= RAYDIUM_MAX_LIGHTS )
+**/
+
+extern void raydium_light_off (GLuint l);
+/**
+Turns ##l## light off
+**/
+
+extern void raydium_light_switch (GLuint l);
+/**
+Will swith ##l## light state (from "on" to "off", for example).
+**/
+
+extern void raydium_light_update_position (GLuint l);
+/**
+Updates ##raydium_light_position[l]## array changes to hardware.
+This function is now used internaly by Raydium,
+so you have no reasons to call it by yourself.
+**/
+
+extern void raydium_light_update_position_all (void);
+/**
+See above.
+**/
+
+extern void raydium_light_update_intensity (GLuint l);
+/**
+See above.
+**/
+
+extern void raydium_light_update_all (GLuint l);
+/**
+See above.
+**/
+
+extern void raydium_light_move (GLuint l, GLfloat * vect);
+/**
+Moves light to position ##vect## for light ##l## (vect is GLfloat[4]: x,y,z,dummy).
+
+Just move your lights before camera placement, or your changes 
+will be applied to the next frame only.
+**/
+
+extern void raydium_light_reset (GLuint l);
+/**
+This function will restore all defaults for ##l## light.
+**/
+
+extern void raydium_light_blink_internal_update (GLuint l);
+/**
+Useless for end-user.
+**/
+
+extern void raydium_light_blink_start (GLuint l, int fpc);
+/**
+Makes ##l## light blinking at ##fpc## (frames per cycle) rate.
+This function will use timecalls soon ("fpc" -> "hertz")
+**/
+
+extern void raydium_light_callback (void);
+/**
+Useless for end-user.
+**/
+
+#endif