#pragma once
-extern int m_bonus(int max, DEPTH level);
-extern void one_sustain(object_type *o_ptr);
-extern bool add_esp_strong(object_type *o_ptr);
-extern void add_esp_weak(object_type *o_ptr, bool extra);
-extern void one_dragon_ele_resistance(object_type *o_ptr);
-extern void one_high_resistance(object_type *o_ptr);
-extern void one_ele_resistance(object_type *o_ptr);
-extern void dragon_resist(object_type *o_ptr);
-extern void one_resistance(object_type *o_ptr);
-extern void one_low_esp(object_type *o_ptr);
-extern void one_ability(object_type *o_ptr);
-extern void one_activation(object_type *o_ptr);
-extern void one_lordly_high_resistance(object_type *o_ptr);
-extern void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power);
+
+#include "system/angband.h"
+
+int m_bonus(int max, DEPTH level);
+void one_sustain(object_type *o_ptr);
+bool add_esp_strong(object_type *o_ptr);
+void add_esp_weak(object_type *o_ptr, bool extra);
+void one_dragon_ele_resistance(object_type *o_ptr);
+void one_high_resistance(object_type *o_ptr);
+void one_ele_resistance(object_type *o_ptr);
+void dragon_resist(object_type *o_ptr);
+void one_resistance(object_type *o_ptr);
+void one_low_esp(object_type *o_ptr);
+void one_ability(object_type *o_ptr);
+void one_activation(object_type *o_ptr);
+void one_lordly_high_resistance(object_type *o_ptr);
+void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power);