void multidump(); void frameoutv(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void frameoutnm(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void frameoutbh(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void frameoutfx(uint8* dst, const uint8* src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void worktoscreen(); void multiget(); void convertkey(); void cls(); void printsprites(); void quickquit(); void readoneblock(); void printundermon(); void seecommandtail(); void randomnumber(); void quickquit2(); Sprite* spritetable(); void showframe(); uint16 showframeCPP(uint16 dst, uint16 src, uint16 x, uint16 y, uint8 frameNumber, uint8 effectsFlag); void printasprite(const Sprite* sprite); void width160(); void multiput(); void eraseoldobs(); void clearsprites(); void makesprite(); Sprite* makesprite(uint8 x, uint8 y, uint16 updateCallback, uint16 somethingInDx, uint16 somethingInDi); void spriteupdate(); void mainmanCPP(Sprite* sprite); void walking(); void backobject(Sprite* sprite); void constant(Sprite* sprite, ObjData* objData); void steady(Sprite* sprite, ObjData* objData); void dodoor(); void dodoor(Sprite* sprite, ObjData* objData); void liftsprite(); void liftsprite(Sprite* sprite, ObjData* objData); void turnpathonCPP(uint8 param); void turnpathoffCPP(uint8 param); void modifychar(); void lockmon();