File ddf_main.h:
elevator_sector_t;
  elevator_sector_t e;
  elevator_sector_t e;
specialsector_t;
const specialsector_t *DDF_SectorLookupNum(int number);
File dm_data.h:
mapsector_t;
mapsubsector_t;
File p_local.h:
float_t P_ComputeThingGap(mobj_t * thing, sector_t * sec, float_t z, float_t * f, float_t * c);
void P_ComputeSectorRegions(sector_t *sector);
int GAP_Construct(vgap_t * gaps, sector_t * sec, mobj_t * thing);
void P_UpdateMultipleFloors(sector_t * sector);
boolean_t P_ChangeSector(sector_t * sector, boolean_t crunch);
File p_mobj.h:
// The subsector_t is found with R_PointInSubsector(x,y),
// and the sector_t can be found with subsector->sector.
// A valid mobj_t is a mobj_t that has the proper subsector_t
// MF_NOSECTOR flag set (the subsector_t needs to be valid
File p_spec.h:
  sector_t *sector;
  sector_t *sector;
  const elevator_sector_t *type;
  sector_t *sector;
void P_PlayerInSpecialSector(player_t * player, sector_t *sec);
sector_t *P_GetSector(int currentSector, int line, int side);
sector_t *P_GetNextSector(line_t * line, sector_t * sec);
float_t P_FindLowestFloorSurrounding(sector_t * sec);
float_t P_FindHighestFloorSurrounding(sector_t * sec);
float_t P_FindLowestCeilingSurrounding(sector_t * sec);
float_t P_FindHighestCeilingSurrounding(sector_t * sec);
float_t P_FindNextHighestFloor(sector_t * sec, float_t height);
float_t P_FindNextLowestFloor(sector_t * sec, float_t height);
float_t P_FindNextHighestCeiling(sector_t * sec, float_t height);
float_t P_FindNextLowestCeiling(sector_t * sec, float_t height);
float_t P_FindRaiseToTexture(sector_t * sec);  // -KM- 1998/09/01 New func, old inline
sector_t *P_FindSectorFromTag(int tag);
int P_FindMinSurroundingLight(sector_t * sector, int max);
boolean_t EV_Lights(sector_t * sec, const lighttype_t * type);
boolean_t EV_DoDonut(sector_t * s1, sfx_t * sfx[4]);
boolean_t EV_ManualElevator(line_t * line, mobj_t * thing, const elevator_sector_t * type);
boolean_t EV_DoSector(sector_t * sec, const moving_plane_t * type, sector_t * model);
boolean_t EV_DoElevator(sector_t * sec, const elevator_sector_t * type, sector_t * model);
File r2_defs.h:
void R2_ClipSpriteVertically(subsector_t *dsub, drawthing_t *dthing);
void R2_FindDLights(subsector_t *sub, drawfloor_t *dfloor);
void R2_DrawWall (subsector_t *dsub, drawwall_t  *wall);
void R2_DrawPlane(subsector_t *dsub, drawplane_t *plane);
void R2_DrawThing(subsector_t *dsub, drawthing_t *thing);
void R2_DrawFloor(subsector_t *dsub, drawfloor_t *dfloor);
void R2_DrawSubsector(subsector_t *dsub);
File r_bsp.h:
extern sector_t *frontsector;
extern sector_t *backsector;
File r_defs.h:
  const specialsector_t *special;
sector_t;
  sector_t *sector;
  sector_t *frontsector;
  sector_t *backsector;
  sector_t *sector;
subsector_t;
  subsector_t *front_sub;
  subsector_t *back_sub;
  sector_t *frontsector;
  sector_t *backsector;
  sector_t *sector;
File r_main.h:
extern subsector_t *viewsubsector;
subsector_t *R_PointInSubsector(float_t x, float_t y);
vert_region_t *R_PointInVertRegion(subsector_t *sub, float_t z);
File r_state.h:
extern sector_t *sectors;
extern subsector_t *subsectors;
File rad_main.h:
  sector_t *cached_sector;
