Multitexture problems??

Here is my code, (you can ignore the IL calls, I am using OpenIL to load my images).
Else where in the code I check for the use availability of the Multitexture, and CVA extensions. Then I set the flags, to true if its supported.

if(MultiTextureSupport == true && CompiledVertexArraySupport == true)
{
ilGenImages(1, &MapImage);
ilBindImage(MapImage);
ilLoadImage(MapTextureName);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, 0,&Map.Texture1PT);
ilutGLBindMipmaps();
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1,1,1,1);
ilDeleteImages(1, &MapImage);

ilGenImages(1, &MapLightImage);
ilBindImage(MapLightImage);
ilLoadImage(MapLightTextureName);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(3, GL_FLOAT, 0, &Map.Texture2PT);
ilutGLBindMipmaps();
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1,1,1,1);
ilDeleteImages(1, &MapLightImage);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &Map.VertPT);
glNormalPointer(GL_FLOAT, 0, &Map.NormalPT);

glLockArraysEXT(0, Map.NumInterleavedVerts);
glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_INT, &Map.VertIndexPT);
glUnlockArraysEXT();
}

Why do I get these errors when I compile??

‘int (__stdcall *)(void)’ : too many actual parameters

I get this error 3 times, once for the lines containing my first glActiveTextureARB, my second glActiveTextureARB, and my glLockArraysEXT. Any ideas why this is happening? I have tried everything to get it to work, and still nothing.??.. Please help…

Make sure your definition of the glActiveTexture function is correct. Judging the error it seams you have defined without parameters.