<NME> utils.h
<BEF> #ifndef util_h
	#define util_h

#include <fstream>

long ConvertInt16(unsigned char Byte1, unsigned char Byte2);
long ConvertInt24(unsigned char Byte1, unsigned char Byte2,  unsigned char Byte3);
long ConvertInt32(unsigned char Byte1, unsigned char Byte2,  unsigned char Byte3,  unsigned char Byte4);
long getFileSize(FILE *file);
int getValAtAddress(unsigned char *buffer, long Address, int size);
int getValAtCoordinate(int x, int y, int BlockStart,unsigned char *buffer, int size);

#endif /*util_h*/
long getFileSize(FILE *file);
long getValAtAddress(unsigned char *buffer, long Address, int size);
int getValAtCoordinate(int x, int y, int BlockStart,unsigned char *buffer, int size);
int LoadShockFile(char *filePath,long fileSize, unsigned char *archive_ark);
long getShockBlockAddress(long BlockNo, unsigned char *tmp_ark, long *chunkPackedLength, long *chunkUnpackedLength, long *chunkType);
int LoadShockChunk(long AddressOfBlockStart, int chunkType, unsigned char *archive_ark, unsigned char *OutputChunk,long chunkPackedLength,long chunkUnpackedLength);

unsigned char* unpackUW2(unsigned char *tmp, int address_pointer, int *datalen);
void unpack_data(unsigned char *pack, unsigned char *unpack, unsigned long unpacksize);
long getShockBlockAddress(long BlockNo, unsigned char *tmp_ark, long *chunkPackedLength, long *chunkUnpackedLength, long *chunkType);

void RepackUW2(char InputFile[255], char OutputFile[255],int BlocksToUnpack);
unsigned char *get_rwops_uw2dec(unsigned char *buffer, unsigned int blocknum, int *datalen);
void RepackShock(char InputFile[255], char OutputFile[255]);
void ParseTerrainProperties(int game);
void getNoOfFramesForShockDoors(int index, int *NoOfFrames, int *ChunkId);
#endif /*util_h*/
<MSG> Simplified shock file loading and chunk reading code.
Initial debug printout of Shock trap actions.
Place-holder monsters now loading in shock
<DFF> @@ -9,5 +9,7 @@ long ConvertInt32(unsigned char Byte1, unsigned char Byte2,  unsigned char Byte3
 long getFileSize(FILE *file);
 int getValAtAddress(unsigned char *buffer, long Address, int size);
 int getValAtCoordinate(int x, int y, int BlockStart,unsigned char *buffer, int size);
+int LoadShockFile(char *filePath,long fileSize, unsigned char *archive_ark);
+int LoadShockChunk(long AddressOfBlockStart, int chunkType, unsigned char *archive_ark, unsigned char *OutputChunk,long chunkPackedLength,long chunkUnpackedLength);
 
 #endif /*util_h*/
\ No newline at end of file

Simplified shock file loading and chunk reading code. Initial debug printout of Shock trap actions. Place-holder monsters now loading in shock