#pragma once
-MONSTER_NUMBER summon_EAGLE(player_type* target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
-MONSTER_NUMBER summon_IE(player_type* target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
-MONSTER_NUMBER summon_guardian(player_type* target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
-MONSTER_NUMBER summon_LOCKE_CLONE(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
-MONSTER_NUMBER summon_LOUSE(player_type* target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
+#include "system/angband.h"
+
MONSTER_NUMBER summon_Kin(player_type* target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx);
void spell_RF6_S_KIN(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_S_CYBER(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_S_DEMON(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_S_UNDEAD(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_S_DRAGON(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
-MONSTER_NUMBER summon_NAZGUL(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx);
void spell_RF6_S_HI_UNDEAD(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_S_HI_DRAGON(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
void spell_RF6_S_AMBERITES(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);