#pragma once #include namespace dyna { // Frame timing, ported from timer.cs. Timestamps are milliseconds since // Timer::reset(); kept 64-bit so the modulo arithmetic the animation code // relies on never overflows during a session. namespace Timer { void reset(); int tick(); // advances the clock, returns delta in ms std::int64_t get_timestamp(); extern int delta; // ms elapsed during the last tick() } // Thin wrapper over a single global PRNG, mirroring the C# RNG helper. namespace RNG { int next( int n ); // uniform in [0, n) } }